By Wizards RPG Team
Every thing a Dungeon grasp must weave mythical tales for the world’s maximum roleplaying game
The Dungeon Master’s advisor offers the muse and the suggestions you must spark your mind's eye and create worlds of experience in your avid gamers to discover and enjoy.
Inside you’ll locate world-building instruments, tips and tips for developing memorable dungeons and adventures, not obligatory video game principles, thousands of vintage D&D magic goods, and lots more and plenty more!
• The 3rd of 3 center rulebooks, this publication comprises instruments a Dungeon grasp must supply attractive tales and video game play.
• an exceptional source for brand new and present Dungeons Masters to interact in either experience and international construction, with ideas, instructions, and sage suggestion from the game’s specialists.
• Created as a part of a major public playtest concerning greater than 170,000 enthusiasts of the sport.
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Additional info for Dungeons & Dragons: Dungeon Master's Guide
LEVELS 5-10: HEROES OF THE REALM By the time they reach this tier, adventurers have mastered the basics of their class features , though they continue to improve throughout these levels. They have found their place in the world and have begun to involve themselves in the dangers that surround them. Dedicated spellcasters learn 3rd-level spells at the s tart of this tier. Suddenly characters can fly, damage large numbers of foes with fireball and lightning bolt pells, and even breathe underwater.
A cleric might be taken up into the heavens to serve as a god's right hand. A warlock could become a patron to other warlocks. Perhaps a wizard unlocks the secret to immortality (or undeath) and spends eons exploring the farthest reaches of the multiverse. A druid might become one with the land , transforming into a nature spirit of a particular place or an aspect of the wild. Other characters could found clans or dynasties that revere the memory of their honored ancestors from generation to generation, create masterpieces of epic literature that are sung and retold for thousands of years, or establish guilds or orders that keep the adventurers' principles and dreams alive.
This arrangement makes sense of the way the River Styx flows among the Lower Planes, connecting Acheron, the Nine Hells, Gehenna, Hades, Carceri, the Abyss, and Pandemonium like beads on a string. But it's not the only possible explanation of the river's course. THE WORLD TREE A different arrangement of planes envisions them situated among the roots and branches of a great cosmic tree, literally or figuratively. For example, the Norse cosmology centers on the World Tree Yggdrasil. The three roots of the World Tree touch the three realms: Asgard (an Outer Plane that includes Valhalla, Vanaheim, Alfheim, and other regions), Midgard (the Material Plane), and Niflheim (the underworld).