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Credits About this Product Much is known and has been written about the famous Publisher: DMs Guild wizard . His exploits throughout the realms Project Oversight: Grim Press are as well known as those of Aumar, Khelben Designer: Aaron Gentry Blackstaff, Volothamp Geddarm, and Drizzt Do'Urden, but very little is known about his time in Candlekeep. This Editor: Jason Price document attempts to quantify, qualify, and clarify the great Art: Bob Greyvenstein, Freepik wizard's contributions to the realm's greatest and most Cartography: Justin Andrew Mason mysterious library. Graphic Design: Trevor Armstrong Special Thanks: Broomball Dude, Ruin On the Cover Queen of Oblivion, Sir Grognard, Bob Greyvenstein illustrates Mordenkainen shushing those Azzael Ulbrinter, The Roach, Szczur, who disturb the silence as he pours over the wondrous riches Ghen, Kim Frandsen, Justin M. Cole, found within Candlekeep's high walls. Deltadave, MarshVapier, Badger1017, Shaun Sides, Zuki

Table of Contents Introduction pg.4 Mordenkainen's exploits in the Realms Magic Items pg.5 Collectibles found within the Castle of Tomes Spells pg.10 Serious Sorcery contained within Candlekeep Library Archetypes pg.13 New player options Libraricon pg.17 600 books found within Candlekeep Appendix A: Friends & Foes pg.48 A Collection of NPCs & Sidekicks Appendix B: Maps of Candlekeep pg.53 Battle maps to expand your adventures Supplementary Products Disturbed Graves Armstrong, Trevor. Disturbed Graves. 2019. Supporting Sidekicks GentrSampley, Aaron, T. Armstrong. Supporting Sidekicks. 2021 file

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Mordenkainen's Greatest Joining The Seekers. To join The Seekers, one must take Candlekeep Contribution on a quest for the monks of Candlekeep. These quests are for It is not entirely clear exactly when the great wizard from a specific book, tome, or magic item the monks have learned Oerth arrived in Candlekeep, but his influence on the massive about and usually have at least a lead on where or how it can library is not to be denied. One of the largest towers of the be found. Once the item the monks want has been returned keep was constructed primarily by the magic of to Candlkeep, the adventurer, or adventuring party that Mordenkainen. Of course, as the library has grown through retrieved it is considered a member of The Seekers and they the centuries into a maze of towers and buildings, no one gain a number of benefits. Their membership lasts one year rightly knows exactly which tower that is. from when they return the item, but this membership year Before Mordekainen gained the nickname as the Mad renews each time they bring back a unique or dangerous Mage of Baratok, he spent several years in the growing item, book, or tome that the monks of Candlekeep accept. magical library. Much of his time was spent studying the Benefits of Membership. The Seekers can come and go books already collected and creating several new and unique from Candlekeep without needing to pay for re-entry with magical oddities. new books or writings. Above all, this is probably the reason While Mordenkainen added books to the library, created most people try to join the organization. Beyond this benefit, new spells, and created a number of new magical items, his The Seekers are usually given quite a bit of help by the greatest influence on Candlekeep was establishing the monks of Candlekeep. "Seekers". During his time in Candlekeep, Mordenkainen Often it happens that a monk or librarian of the keep will was too busy with all his other activities to seek out artifacts drop what they are doing to help a seeker that is doing and hunt down rumors of interesting magical oddities. research of their own. The monks are usually eager to help Mordenkainen had the brilliant idea of hiring adventurers seekers simply because the monks know The Seekers are to do the seeking. While the great wizard didn't formalize the actively expanding the library. organization, in the years after he left, the monks of Lastly, many of the people who make their home in Candlekeep saw the brilliance of the idea. Candlekeep spend much of their time making and selling useful items like potions, magic items, and all kinds of other interesting things. The Seekers gain a Candlekeep-wide The Seekers of Candlekeep discount on purchases from those who sell things within the While everyone knows that entering the library requires a keep's walls. This 15% discount is also another reason that donation of a book, tome, or unique work of the written word. several members of The Seekers make sure to find at least -What many don't know is that joining The Seekers is a way one unique item to bring to the monks and renew their that some people have learned how to come and go from membership every year. Candlekeep without paying for entry every time. Avowed Seekers. The monks of Candlekeep call In fact, most of The Seekers joined the organization themselves The Avowed, and sometimes these avowed get an specifSampleically for this benefit. The general rule is that a seeker itch for the road and the ro ugh anfiled tumble life of travel. must return a unique or dangerous magical item, book, or Often, these travel-seeking avowed will join a seeker or a tome at least once a year to Candlekeep to maintain their group of seekers on their quests for new and interesting standing with The Seekers. things to add to the library.

4 Chapter 1 | Introduction

Grimlore’s Grimoire Spellbooks Wondrous item, artifact (requires attunement by a Candlekeep is full of all manner of tomes, but here are a few spellcaster) select magical spellbooks. This book is named after Grimlore, a wizard of great aptitude Blum's Hidden Opus who embarked on a realm’s spanning quest to rid himself of Spellbook, legendary (requires attunement by a wizard) his mortality. In his pursuit of the necromantic arts, Grimlore took on This magical spellbook is sentient. When it finds a wizard it many qualities of the soulless undead he kept in his company, likes, the book opens its pages and bonds with the wizard. earning the title of the Deathless One. When not in use, the spellbook hides within a pocket Unburdened by thoughts of his personal impermanence, universe, which means that the spellbook can never be taken Grimlore was free to immerse himself in an unending quest from the wizard and the wizard is never really separated from for knowledge. his spellbook. The spellbook can act as an arcane focus, even As a pale master with control over the dark arts, he sought when the book is residing in the pocket universe. to expand his understanding of the remaining schools of Additionally, the spellbook's cover has tiny pouches and arcane magic. Grimlore’s Grimoire represents Grimlore’s pockets all over that allows the wizard to store spell countless years of studying the arcane schools of magic, components in case they ever lose access to their main store penned in the Rotten Tongue; a language created by Grimlore of components. It is said that no wizard in possession of this to communicate with the undead creatures in his cohort. magic spellbook has ever been successfully held in captivity. To attune to the grimoire, a spellcaster must first learn to speak the language of the Rotten Tongue by drinking from Desmond's Prayer Book the River Styx (exposing itself to the river’s effects, as Spellbook, rare described in chapter 2 of the ’s Guide). The spellcaster must then spend 40 hours reading and speaking This magical book allows any divine spellcaster to cast one of with the grimoire before it can begin to grasp the tome’s its prepared spells with enhanced results. Selected each time contents. you complete a long rest, this spell rolls its maximum Random Properties. Grimlore’s Grimoire has the possible amount when a roll is required. A healing spell that following random properties, determined by rolling on the heals 3d8 hit points grants 24 hit points or a spell that causes tables in the “Artifacts” section in chapter 7 of the Dungeon 4d4 hit points of damage deals 16 points of damage, for Master’s Guide: example. You may choose instead to prepare a spell that affects the 1 minor beneficial property saving throw of the spell. When using a prepared spell in this 1 major beneficial property manner, that spell causes a creature to have disadvantage on 1 minor detrimental property its saving throw. However, the same prepared spell can't have Increased Intelligence. After you learn to read and speak both the saving throw and maximized roll affected, you must Samplethe Rotten Tongue and spe nd thefile requisite amount of time choose one effect or the other if the spell qualifies for both. studying the grimoire, your Intelligence score increases by 2, to a maximum of 24. You can’t gain this benefit from the book more than once.

5 Chapter 2 | Magical Items Bequeathment of Perspicacity. Grimlore meticulously crafted the spells contained within this grimoire under utmost secrecy; working toward a time when his magnum opus was ready to bestow on the multiverse. If you can attune to this book, you can use it as a spellbook and an arcane focus. While holding the tome, your spell save DC and spell attack bonus each increase by 3. When found, the book contains every spell in Grimlore’s Grimoire from Guild (or any collection of spells the DM chooses, always including the spell Grimlore’s calamity, presented in the Spells section of this book). You can prepare spells from the grimoire as if it were your spellbook, but the spells can’t be copied or transferred from the grimoire to another spellbook or scroll. Sentience. To aid in the propagation of the information contained within, Grimlore bound the soul of his most Blum's trusted servant, Bixmodeus, into the tome, giving the book Hidden Opus sentience. Grimlore’s Grimoire is a sentient, neutral evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and out to a range of 120 feet. The grimoire communicates with its wielder through speech in the Rotten Tongue. Personality. The grimoire’s purpose is to spread the knowledge contained within to spellcasters throughout the multiverse. Whether used for good or evil is of little concern. Destroying the Grimoire. The grimoire resists any attempt to remove its contents. To tear out a page, a creature must make a DC 25 Strength (Athletics) check. On a success, it is able to remove the page, but takes 2d12 psychic damage and gains 1 level of exhaustion. A page removed in this way reconstitutes itself after 1d10 days with all writing intact. The only way to truly destroy the grimoire is to place the grimoire in a boat with 50,000 gp worth of rare incense, set it all ablaze, and send the burning boat down the River Styx. If allowed to travel down the river undisturbed for 10 days, the grimoire succumbs to the flames and is destroyed.

Khojolicon Spellbook, rare (requires attunement by a wizard)

While attuned to this spellbook, you can learn one additional spell every time you gain a level. Grimlore’s Grimoire Additionally, once per day, when you cast a spell that requires concentration, you have advantage on Constitution saving throws when making concentration checks for that spell. Once you cast a spell in this manner, you must complete a long rest before you can do so again.

Zigby's Tome of Knowledge Spellbook, uncommon

This magical spellbook contains many blank pages for a wizard to write their spells on. The tome is also a magical oddity that has a large white pearl embedded in it's spine and once per day, without using a spell slot or consuming any spell components, a wizard that has his spells written in this book can use the book to cast the identify spell.

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Khojolicon

6 Chapter 2 | Magical Items Horned Hood of Shadows

Azuth's Old Sta

Basque Dance Boots

Baron's Suspension Belt Essence Items of Nurhaci Candlekeep contains a large collection of magical items, from fairly mundane to forbiddenly dangerous!

Azuth's Old Staff Staff, legendary (requires attunement by a spellcaster) Basque Dance Boots Wondrous item, uncommon During the events of the Time of Troubles, Azuth took an avatar form and brought with him a magical staff of While wearing these boots, you have advantage on inordinate power. When he re-ascended into divine form, he Performance skill checks made while dancing. left this old withered staff behind. Magical. This staff can be wielded as a magic quarterstaff Cormanthyr Corset that grants a +2 bonus to attack and damage rolls made with Wondrous item, rare it. Enhanced Spellcaster. While attuned to the staff, you While wearing this belt, you have advantage on Deception have a +2 bonus to your spell save DC and spell attack rolls. skill checks and can cast the disguise self spell once per day. Magic Resistance. While holding the staff, you have advantage on saving throws against spells. Essence of Nurhaci Charges. The staff has 40 Charges for the following Potion, rare Properties. It regains 3d6 expended charges daily at dawn. If This blue potion contains a small bit of the soul of Emperor you expend the last charge, roll a d20. On a 20, the staff Nurhaci. You are granted a +2 bonus to your Constitution and regains 1d12 charges. Charisma scores for 24 hours when you drink this potion. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it. You use your spell save DC and spellcasting ability to Eversmoking Shield Shield, rare cast these spells: augury (2 charges), blur (2 charges), destructive wave (7 charges), dispel magic (3 charges), fireball While using this shield, you gain a +1 bonus to AC and can (7th-level version, 7 charges), greater invisibility (4 charges), the fog cloud spell to three times per day, recharging at dawn. invisibility (2 charges), legend lore (7 charges), lightning bolt (7th-level version, 7 charges), stoneskin (5 charges), Horned Hood of Shadows telekinesis (5 charges), wall of fire (4 charges), or web (2 Wondrous item, uncommon (requires attunement) charges). The god of shadows and thieves propagated many of these Baron's Suspension Belt horned hoods throughout the multiverse. While the hood is Wondrous item, rare worn, you gain proficiency with thieves tools and have advantage on Perception and Investigation checks made to A baroSamplen from a far away polluted land had a wasting find traps. file sickness. He wore this belt that allowed his bloated, weak, diseased body to float as if weightless. The wearer of this belt is under the constant effect of the featherfall spell.

7 Chapter 2 | Magical Items Othelia's Sarong of Speed Othelia's Wondrous item, rare (requires attunement) Sarong of Speed

While wearing this skirt, you gain an additional 5 feet of movement speed. Once per day, you may use a bonus action to activate a burst of sprinting, which allows you to move at twice your normal movement speed for the next minute.

Mordenkainen's Mysterious Map Artifact

This is the only known accurate map of Candlekeep. Mordenkainen enchanted this piece of parchment to magically alter itself as new additions are made to Candlekeep. When Moredenkainen left Candlekeep, this map was left with the Keeper of the Tomes at the time and it has passed down from Keeper to Keeper ever since.

Nothic's Eye Wondrous item, rare (requires attunement)

A platinum broach that contains the essence of a nothic.

When worn, you can target one creature you can see within

30 feet. The target must make a Charisma (Deception) check

contested by your Wisdom (Insight) check. If you win, you

magically learn one fact or secret about the target. The target

automatically wins the contest if it can't be magically

charmed. The broach can be used once per day, recharging at

dawn. Mordenkainen's Pain and Gain Weapon, very rare (requires attunement) Mysterious Map

This shortbow and quiver are magically paired, and require

only one attunement slot to equip.

You have a +1 bonus to attack and damage rolls made with

this magic bow. When firing an arrow pulled from the quiver,

the wielder can choose to take up to 3d6 points of damage

from their own hit points, which are dealt as additional

piercing damage to the target on a successful attack.

Ragdrarath's Fury Weapon, very rare (requires attunement)

This evil morningstar holds half of the spirit of the undead demon immolith, Ragdarath. While the morningstar is not truly sentient, it harnesses an oppressive aura of rage and hate. When you wield this weapon, its influence will push you to become more aggressive than you otherwise would be. Magic Flames. You have a +2 bonus to attack and damage Nothic's Eye rolls made with this magic weapon, and are wreathed in flames. The flames are harmless to you and anyone you designate. An undesignated creature that touches or hits you with a melee attack takes 2d4 fire damage.

Ranger's Delight Wondrous item, rare (requires attunement by a ranger)

This magic belt allows you to cast the hunter's mark spell Ragdrarath's withouSamplet expending a spell slot. Fury file

8 Chapter 2 | Magical Items Reaper's Wraps

Under-Over Crossbow

Tenderizer

Silver Candle Holder of Mexylpyxlyx

Reaper's Wraps Wondrous item, very rare (requires attunement by a monk) Talons of While wearing these bracers, you gain a +2 bonus to AC if Torment you are wearing no armor and using no shield. Additionally, Tenderizer when you hit a target with an unarmed strike, the target takes Weapon, rare an extra 1d4 necrotic damage. This silvered spiked maul grants you a +1 bonus to attacks Silver Candle Holder of Mexylpyxlyx and damage rolls. Due to the large protruding spike, the maul Wondrous item, rare deals an extra 1d4 piercing damage to any target it hits.

Mexylpyxlyx is a silver dragon who ascended into minor Thundering Clubs goddesshood. Before ascending, she used her magical breath Weapon, rare to forge several magical candle holders. When a candle is placed in the silver candle holder and lit, you gain darkvision These clubs come in a set of two. When you wield both at the out to 60 feet and have the ability to see invisible objects and same time, you have a +1 bonus to attack and damage rolls creatures while you are carrying the candle holder. made with both magic weapons, and successful attacks deal an additional 1d4 thunder damage. Symic's Simple Saber Additionally, as an action once per day, you may bang the Weapon, very rare (requires attunement) clubs together, forcing a wave of thunderous sound to blast out. Each creature in a 20-foot cone must make a DC 14 The dread demon pirate captain of Zankara carried this Constitution saving throw, taking 3d6 thunder damage on a saber with him for centuries before it was stolen and taken to failed save, or half as much on a successful one. Candlekeep. While known as a "simple saber", the weapon is far from simple. Under-Over Crossbow While attuned to this saber, you are immune to cold and Weapon, uncommon lightning damage. Additionally, you have a +1 bonus to attack and damage rolls made with this magic weapon. The weapon This non-magical heavy crossbow has dual limbs and can be deals an extra 1d4 cold and 1d4 lightning damage to any loaded both above and below the barrel, allowing it to be fired target it hits. twice before being loaded again.

Talons of Torment Zapper Wrappers Weapon, very rare Weapon, rare

These gloves are made of the flayed skin from the hands of a These cloth wraps have been interwoven with strips of iron hezrouSample demon with its claws still attached. When worn, your and electrum. When you w rap thfileem around your hands, your unarmed attacks have a +2 bonus to attack and damage rolls, unarmed attacks have a +1 bonus to attack and damage rolls, and deal an additional 1d6 psychic damage on a successful and deal an additional 1d6 lightning damage on a successful hit. hit.

9 Chapter 2 | Magical Items

Serious Sorcery Candlekeep is home to many magical incantations, some having been penned by Mordenkainen's own hand. In most cases, these spells have yet to make their way across the Sword Coast, remaining as guarded secrets within the Castle of Tomes.

Anthony's Finding Fascination 3rd level divination Casting Time: 10 minutes Range: Self Components: V S M (incense, herbs, and colored chalks worth 10 gp which are consumed, and a still pool of water) Duration: Concentration, up to 1 minute Classes: Bard, Cleric, Wizard You can see a particular object you choose that is on the same plane of existence as you. If the object is in possession of a creature, the creature must make a Wisdom saving throw, which is modified by how well you know the target item and the sort of connection you have to it. If the creature possessing the item knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge Save Modifier Secondhand (you have heard of the target item) +5 Firsthand (you have seen the target item) +0 Familiar (you have held or touched the target item) −5

On a successful save, the item can't be located. If the item is not in the possession of another creature or the save fails, the spell creates an invisible sensor within 10 feet of the target item. You can see and hear through the sensor as if you were there. The sensor moves with the target item, remaining withinSample 10 feet of it for the duration. A creature that can see file invisible objects sees the sensor as a luminous orb about the size of your fist.

10 Chapter 3 | Spells Arcane Sight Grimlore's Calamity 9th level divination 9th-level necromancy Casting Time: 1 action Casting Time: 1 action Range: Self Range: 90 feet Components: V, S, M (a piece of clear quartz worth 1,000 pg, Components: V, S which the spell consumes) Duration: Concentration, up to 10 minutes Duration: 8 hours Classes: Pale Master, Sorcerer, Warlock, Wizard Classes: Wizard You create a shadowy pool centered on a flat surface that you You gain the ability to see magical effects around you. For the can see within range. The pool is 30 feet in diameter and duration, you gain truesight and the ability to detect magic in connects your plane to the Shadowfell. A spectral hand rises a 60-foot-radius sphere around itself. This magic detection from the center of the pool and remains there for the allows you to know the name and effect of every spell or spell- duration of the spell. The spectral hand does not occupy its like ability you can see within range. space. When a creature enters the pool for the first time on a turn Create Useful Robe Patch or starts its turn there, the creature must succeed on a 3rd-level conjuration (ritual) Constitution saving throw or take 10d12 necrotic damage, or Casting Time: 1 hour half as much damage on a success. Any creature that is Range: Touch reduced to 0 hit points while in the pool sinks to the bottom Components: V, S, M (a blank patch worth at least 10gp, an and is immediately transported to the Plane of Shadow, item and a robe of useful things with available space) becoming trapped there. Duration: Instantaneous Additionally, as a bonus action on your turn, you may Classes: Bard, Wizard command the spectral hand to beckon a creature within 120 feet of it. The target must make a Wisdom saving throw or You compress a single mundane item onto a blank patch with have an enchantment placed upon it, causing it to approach the intention of attaching it to a Robe of Useful Items. The the spectral hand. The creature must spend its turns trying to item you choose must be no larger than 30 feet in any move as close to the spectral hand as it can, using the Dash dimension. The patch must then be sewn onto a Robe of action. Useful Items before it can be used. A creature enchanted in this manner can make a Wisdom At Higher Levels: When casting this spell using a spell saving throw at the end of each of its turns. If it successfully slot, you are able to fashion non-sentient magic items into saves three times, the enchantment ends and the creature is patches depending on the spell slot used, as follows: 3rd level immune to this effect for 24 hours. If it fails its save three (common), 5th level (uncommon), 7th level (rare), and 9th times, it becomes stunned and the enchantment ends. The level (very rare). spectral hand can only enchant one target at a time in this manner. Foregoing Echoes 5th-level divination Havoc Casting Time: 1 action 3rd-level enchantment Range: 5 feet Casting Time: 1 action Components: V, S, M (a focus worth at least 1,000 gp) Range: 60 feet Duration: Concentration, up to 10 minutes Components: V, S Classes: Warlock, Wizard Duration: Concentration, up to 1 minute Classes: Bard, Warlock, Wizard You create an additional eye, which opens on your forehead. For the duration, you can see mental projections of past You spit a vile phrase at a creature that you can see within events in a 30-foot-radius sphere around yourself. The mental range, which must succeed on a Wisdom saving throw or be projections are silent and only visible to you. You are unable cursed for the duration of the spell. Once per round, to interact with them in any way. refreshing at the start of your turn, the first time the cursed The mental projections will reenact any events that creature takes damage from any source, the damage dealt is occurred in the area, starting at a specific period of time doubled. A remove curse spell ends this effect. selected by you that occurred in the last 10 days. The events At Higher Levels: If you cast this spell using a spell slot of enacted by the mental projections occur in real time, but you 4th Level or higher, the duration is concentration, up to 10 are able to select another period in time as an action on your minutes. If you use a spell slot of 5th Level or higher, the turn. duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th Level or higher grants a duration that doesn't require SampleConcentration. file

11 Chapter 3 | Spells Hinder Shield of Devotion Abjuration 1st-level abjuration Casting Time: 1 action Casting Time: 1 action Range: 90 feet Range: 60 feet Components: V, S Components: V, S Duration: Up to 1 round Duration: 10 minutes Classes: Sorcerer, Warlock, Wizard Classes: Cleric, Paladin You assault a Medium or smaller creature you can see within A gleaming shield appears around a creature of your choice range with an invisible force. The creature must succeed on a within range. For the duration, any attack against the target Strength saving throw or have its movement speed halved that would deal critical damage deals its normal damage until the end of its next turn. instead. The target also gains 1d8 temporary hit points when At 5th level you can target creatures of Large size or you first cast this spell. smaller, at 11th level you can target creatures of Huge size or smaller, and at 17th level you can target creatures of Gargantuan size or smaller.

Moiraious 4th level divination Casting Time: 1 action Range: Touch Components: V, S Duration: 8 hours Classes: Bard, Wizard You touch a creature and grant it a measure of power to alter its fate. When the target makes an attack roll, ability check, or saving throw and scores a 1 on a 20-sided die, the target can change the result to a 20. The spell then ends.

Peaceful Valediction Necromancy cantrip Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Instantaneous Classes: Cleric, Druid, Pale Master You touch a corpse, and for the next 10 minutes, it can't become undead by any means short of a wish spell. You can only affect one corpse with this spell at a time. Casting it upon a different corpse removes the effect of the previous one. Sample file

12 Chapter 3 | Spells

Player Options Angry Spellcasting These new subclasses of Candlekeep are either born out of When you reach 3rd level, your rage augments your martial the traditions of Candlekeep or are ancient ways and paths prowess with the ability to cast spells. Whenever you are that have been uncovered by the library researchers and have raging, you can use this ability to cast spells and maintain been reborn due to their efforts. concentration on spells, despite your rage. See chapter 10 of the 5th Edition Player's Handbook for the general rules of spellcasting and chapter 11 for the sorcerer spell list. Barbarian: Path of the Arcanorager Spell Slots. The Angry Spell Slots table shows how many This angry barbarian fuels spells with pure rage. While spell slots you have to cast your sorcerer spells of 1st level raging, the barbarian has the ability to cast spells that it has and higher. To cast one of these spells, you must expend a learned through its connection to the magic that weaves its slot of the spell's level or higher. You regain all expended spell way through the fabric of reality. Additionally, when the slots when you finish a long rest. barbarian does cast spells, it has a chance for its rage to not Spells Known of 1st Level and Higher. You know two count against the number of times per day it can rage. 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Angry Spell Slots table Arcanorager Features shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have Barbarian Level Feature spell slots. For instance, when you reach 6th level in this 3rd Angry Spellcasting, Spell Rage class, you can learn one new spell of 1st or 2nd level. 6th Wrathful Ward For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you 10th Hateful Haste can cast burning hands using either slot. 14th Furious Retribution Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since your magic draws on your attunement to your intimidating rage. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. SampleSpell save DC = 8 + yo ur profifileciency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier

13 Chapter 4 | Library Archetypes Angry Spell Slots

Barbarian Spells Level Known 1st 2nd 3rd 4th 5th

3rd 1 2 - - - - 4th 2 2 - - - - 5th 2 3 - - - -

6th 3 3 2 - - - 7th 3 4 2 - - -

8th 4 4 3 - - - 9th 4 4 3 - - - 10th 5 4 3 2 - -

11th 5 4 3 2 - - 12th 6 4 3 3 - -

13th 6 4 3 3 - - 14th 7 4 3 3 1 - 15th 7 4 3 3 1 - Cleric: Seeker Domain 16th 8 4 3 3 2 - The seekers of Candlekeep are an organization of all sorts, but several of them are truly dedicated to the ideals of 17th 8 4 3 3 2 - Candlekeep and the Seeker organization. They generally 18th 9 4 3 3 3 1 worship gods of knowledge, like Oghma and Gond. 19th 9 4 3 3 3 2 Seeker Domain Features 20th 9 4 3 3 3 2 Cleric Level Feature Spell Rage 1st Domain Spells, Loremaster At 3rd level when you rage and cast a spell with your Angry Spellcasting feature, you have a chance that your current 2nd Magnetic Personality rage does not count against the number of rages per day that 6th Divining Rod you can perform. When you are raging and cast a spell, roll 1d8, on a result of 8, the rage does not count against the 8th Defender of Knowledge number of rages you can enter each day. 17th Duplicate Item

Wrathful Ward Seeker Domain Spells Starting at 6th level, your connection to magic grows The magic to find things is integral to the work the Seekers stronger. You learn the shield spell, adding it to the list of your do. Worshippers of Oghma and Gond, these priests of known spells and can cast it a number of times per day equal knowledge and information use these spells to further their to the amount of rages per day you can enter. Additionally, work so that others in Candlekeep can continue to do their you can cast this spell even when you aren't raging. own research and learning. At each indicated cleric level, add the listed spells to your Hateful Haste spells prepared. They do not count towards your limit. Beginning at 10th level, your rage sometimes makes you faster. You learn the haste spell, adding it to the list of your Seeker Domain Spells known spells. Once per day, you can cast this spell on yourself as part of the bonus action used to enter your rage. Cleric Level Spell Name When cast this way, it does not consume a spell slot, but does 1st detect magic, comprehend languages still require concentration and the usual vocal, somatic, and material components. You still suffer the after-effects of haste 3rd detect thoughts, see invisibility as you normally would though. 5th summon fey, tiny servant Furious Retribution 7th arcane eye, fabricate At 14th level, when you are the unwilling target of a spell, you 9th contact other plane, foregoing echoes can immediately use your reaction to cast one of your own 11th arcane gate spellsSample back at the source of the spell as long as the spell you file cast has a casting time of an action. This ability does not 13th simulacrum prevent the effects of the spell cast upon you such as the 15th dominate monster successful use of shield or counterspell. 17th foresight

14 Chapter 4 | Library Archetypes Loremaster Fighter: Renaissance Warrior Clerics of the Seeker are generally voracious readers of Hundreds of years ago, in the ancient kingdom of Myth history and lore. Your knowledge and worship allows you to Drannor, there was a sect of soldiers dedicated not only to cast the identify spell at will without expending a spell slot or perfecting their martial prowess, but also dedicated to the needing any spell components. pursuit of knowledge. Several years ago, the Avowed of Candlekeep found Magnetic Personality writings about these scholar champions. The monks of Seekers pursue every lead they can find when tracking down Candlekeep offered to train men and women in the tradition missing or lost items. Often, this requires speaking to many of this ancient order. different people and creatures, but generally, Seekers are not the most social of people. For this reason, their divine studies have granted them the ability to have a chance at being Renaissance Warrior Features successful. At 2nd level, you can cast the friends cantrip as if it was a Fighter Level Feature known cantrip on your Cleric Spell List. 3rd Intelligent Attacker, Bonus Knowledge 7th Wise Defender, Bonus Knowledge Divining Rod At 6th level, you have learned to harness your divine spell 10th Style Master power into more efficiently finding the items you're looking 15th Bonus Knowledge for. You no longer need to expend a spell slot to cast locate object. 18th Master of All Intelligent Attacker Defender of Knowledge Beginning at 3rd level, you can use your bonus action to study At 8th level, your expansive knowledge of everything from your enemy's fighting style and apply your Intelligence ability armor to zakharan battle tactics has made you better at score bonus to all attacks you make in the round. This ability defending yourself. You can add your Intelligence modifier to can only be used on enemies you can see. your AC. Bonus Knowledge Duplicate Item At 3rd, 7th, and 15th level, your studies on a vast array of At 17th level, you gain the ability to, once per day, duplicate a subjects have awarded you with proficiency in a new magic item. The item can be of any rarity of very rare or knowledge skill. You gain proficiency in one skill chosen from lesser quality. the following list or in one chosen Tool set: Arcana, History, Investigation, Medicine, Nature, Religion.

Wise Defender Starting at 7th level, your analysis of a wide variety of fighting techniques allows you to be better at defending yourself. You can now add your Wisdom ability score modifier to your Armor Class.

Style Master At 10th level, you have used your extensive knowledge of martial fighting to learn a second fighting style. This style can be chosen from the list of fighting styles on page 72 of the 5th Edition Player's Handbook. You must choose a fighting style that you do not already know.

Master of All Starting at 18th level, you have gained mastery over a vast array of skills. You can now apply your proficiency bonus to every skill and tool set you encounter. You can also learn new Samplelanguages after hearing th em forfile only a few minutes.

15 Chapter 4 | Library Archetypes Pale Master: Elegy of Heedance Undead Cohort: Poltergeist At 10th level, you are able to pull forth the soul of a recently Driven by a passion to seek and safeguard ancient lore-filled slain creature. You choose the corpse of a creature that has tomes, these pale masters are naturally drawn to study the died in the last 24 hour and infuse it with necrotic energy, most peculiar guardian of them all, Miirym — causing its soul to rise as a poltergeist under your control. Wyrm. Everlasting in all of her undead glory, she watches The poltergeist dissipates when it drops to 0 hit points or over Candlekeep, ensuring the information contained within when 1-hour passes. The poltergeist is friendly to you and the Castle's walls remains safe. your companions for the duration. Roll initiative for the poltergeist, which has its own turns. It obeys any verbal Undead Graft: Incorporeal Arm commands that you issue to it (no action required by you). Beginning when you select this elegy at 3rd level, you carve If you don’t issue any commands to the poltergeist, it runes into your arm, which causes it to have a semi- defends itself from hostile creatures but otherwise takes no transparent appearance. actions. The DM has the poltergeist’s statistics. Your undead graft becomes a spellcasting focus for your Once you use this feature, you can’t use it again until you magic, allowing you to cast spells with it and perform the finish a long rest. somatic components of spells even when you have weapons or a shield in one or both hands. Additionally, you may attack with your graft as if it were a simple weapon with which you Apparitional Transformation Your research of Miirym has led to a profound breakthrough, are proficient. To do so, you make a melee spell attack allowing you to connect with the Ethereal Plane. against a creature, dealing 1d8 necrotic damage on a hit. At 14th level, you can vanish and appear on the Ethereal At 6th level, your graft gains a +1 bonus to melee attacks Plane as a bonus action on your turn. You can spend up to 1 and damage rolls. This increases to a +2 bonus at 12th level hour on the Ethereal Plane, all at once or in several shorter and a +3 bonus at 17th level. trips, each one using a minimum of 1 minute from the duration. When you return to the plane from which you Erudition's Ward vanished, you appear in an unoccupied space of your choice Your desire to safeguard scared works and assist in the that you can see within 10 feet of the space you vanished propagation of information has allowed you to expand your from. If no unoccupied space is available within that range, spellcasting prowess beyond other pale masters. you appear in the nearest unoccupied space (chosen at At 3rd level, you are gain the mending and hinder , random if more than one space is equally near). which don't count against your number of Cantrips Known. While on the Ethereal Plane, you can see and hear the Additionally, you become proficient in the History skill if you plane you originated from, which is cast in shades of gray, aren't already. If you are already proficient, you gain double and you can’t see anything there more than 60 feet away. You your proficiency bonus for this skill. can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you Ethereal Touch or interact with you, unless they have the ability to do so. Starting at 6th level, when you hit a creature with a melee Once you use this feature, you can’t use it again until you spell attack from your undead graft, you can teleport them to finish a short or long rest. the Ethereal Plane. The target takes an additional 2d8 necrotic damage and must succeed on a Charisma saving throw or vanish from its current plane of existence and appear in the Ethereal Plane. A creature can repeat the saving throw at the end of each of its turns, returning to the plane it vanished from on a success. While on the Ethereal Plane, the creature can see and hear the plane it originated from, which is cast in shades of gray, but it can’t see anything there more than 60 feet away from it. The creature can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t on the Ethereal Plane can’t perceive or interact with it, unless they have the ability to do so. You can use this feature once per long rest at 6th level. You gain an additional use at 12th level and again at 17th level. Expended uses are regained when you finish a long rest.

Resist Ignorance Starting at 6th level, you can cast the counterspell spell using one of your spell slots, but it does not count towards your number of prepared spells. When you cast counterspell at 4th level oSampler higher, you make the ability check with advantage. file

16 Chapter 4 | Library Archetypes

Scores of Books Candlekeep has a long and storied history, it functions as many things. But ultimately, it is a vast library--the largest known in all of Faerun. Among all the interesting secrets, mysteries, and fascination that Candlekeep holds are thousands upon thousands of books. The librarians at Candlekeep accept almost any unique written work to fill up the library. Big dusty tomes filled with tiny lines of text sit next to brand new mass-produced chapbooks full of bawdy tales. The following chapter provides a selection of unique and interesting titles that can be used to instantly generate flavor or perhaps send a group of adventures on a quest to discover untold secrets with just a few rolls of the dice. Each book listed in the tables below alsos comes with a short description of the tome. To use these tables, first roll on the Books of Candlekeep, Master Table, then roll on the corresponding table below for a random book.

Books of Candlekeep, Master Table

d6 Table 1 Books of Candlekeep, Table A 2 Books of Candlekeep, Table B 3 Books of Candlekeep, Table C 4 Books of Candlekeep, Table D 5 Books of Candlekeep, Table E Sample6 Books of Candlekee p, Tabfilele F

17 Chapter 5 | Libraricon Books of Candlekeep, Table A d100 Title Description 01 Dracinomica Written 10,000 years ago by an unnamed author, this book chronicles the early history of dragons in Faerun. It is bound in the hide of a red dragon. 02 Aegolor's An intriguing tale of an prince who renounced his title and future crown to Infamy pursue the life of an adventurer. It is unknown whether this tale is fiction or nonfiction. 03 101 Garlic A cookbook written by a garlic-obsessed wizard named Rab Bitnez. The book Recipes contains infamous garlic-infused recipes including Rab's Riotously Intense Ice Cream. 04 A Myth A three-volume series written by the Sage of , Elminster Aumar. The Drannan series covers not only the history of Myth Drannor, but Elminster's travels and Amphigory adventures in the region which chronicles the rediscovery and reclaiming of the region by the elves of Evermeet. 05 History of An uncommon book that detailed the history of agriculture in the Realms. Halfling Only one other copy is known to exist in Faerun within Bard Keep, a temple of Horticulture Oghma that stands within the North near Silverymoon. 06 Illefarn A narrative poem which is a stylized retelling of Illefarn's history. 07 Brief History A book penned by the historian of the Clangeddin's Hearth, Daizez that tells the of Under- story of the construction of Undermountain by the dwarves of Clan Melairkyn mountain through the invasion of the and ultimately the arrival of Halaster Blackcloak's thousand-year expansion of the dungeon. 08 Machinations Book written by Celemir of Procampur. It was about the Red Wizards of Thay. The of a Red tome tells the history of the wizards from their formative years as a secret cabal of Wizard Mulhorandi wizards to the of the Zulkirs and the consolidation of power by the lich Szass Tam. 09 Book of Vile One of six known copies to exist throughout the planes, the monks of Candlekeep Darkness believe this may be the original, written by 's own hand, bound in human skin and demon bones, this evil artifact is one of the most guarded books within Candlekeep. 10 Chambeeleon This ancient tome contains the creation myths of the sea elves' old gods. 11 Mysterious A book written by Alamar Djelmuth about the Harpers organization. Much of the Harpers book is supposition or speculative what-if scenarios intended to keep some identities still secret. 12 Off the Map! Off the Map! A Pirate's Guide to Stand-Up Comedy is a popular book in the Sea of Swords. 13 Cyrinishad An unholy tome created by Rinda the Scribe under the forced divine guidance of Cyric. 14 Eternal Fire Best-selling novel by Drago the Gobblerian about a dragon that is permanently polymorphed into a goblin who goes on adventures and strives to return to his majestic dragon form. 15 Rahmani A rare collection of naval charts created by an unknown Zakharan captain, the book is considered priceless because it's accuracy is unparalleled. 16 Evereska A document that formalized the annexation of the Tomb Hills, shortly thereafter Charter known as the Greycloak Hills, by the moon elves of Evereska. 17 Falcon Fun Locked within the shelves of Candlekeep is the original copy of this original fictional novel written by Edwin Narlok of which details the adventures of a wildshaping druid. 18 Fifty Years at A multi-volume treatise on the Island Kingdoms of the Sea of Swords and the Sea Trackless Sea. Written by the gnome sailor Gandorra Burr, it is based on her almost two centuries of travels. 19 Scrolls of Red An extremely rare book published in the far eastern land of Kara-Tur, the book claims to be written by a demigod from a foreign land to the west of Kara-Tur named El Min Star. 20 Tears of A hauntingly beautiful and sad ballad by the Harper bard Finder Wyvernspur. This Selûne melancholic love song is a tale about the goddess of the moon Selûne weeping for her lover, the sun, because they were on the other side of Toril from each other. It attributed the creation of the asteroids that formed the Tears of Selûne to be the actual tears spilled over their lost love. 21 A Dove at Written by Ardreth, the High Harp of Berdusk, this eipic ballad is written about Dawn one of , Dove Falconhand. Sample22 A Glimpse This two-volume work was written by the Mad Seer of M anshafileka and claims to be into the Abyss an accurate representation and eye-witness account of travels through the Abyss.

18 Chapter 5 | Libraricon Books of Candlekeep, Table A (Cont.) d100 Title Description 23 A Harper's This multi-volume work consists of several songs with spell-like effects written by Companion a Cormyrian bard named Cressaed Wood. 24 A Historical A book that outlined the history of Dragonspear Castle. It covered the major Treatise of events of the fortress, from its construction in 1255 DR, to the Second Dragonspear Dragonspear War of 1363 DR. Candlekeep's copy of this book was owned by a Castle member of the Shining Crusade, who added personal annotations to its pages. The crusader died in a small cave infested with trolls. 25 A History of A book that compiled human knowledge about dragons. The book had very Draconic detailed facts about dragon society, including a section about the Xorvintaal. Much Interactions of the book's contents have been found inaccurate and illogical by dragons who have read the work. 26 A is for Azuth, A collection of childrens' rhymes made to help remember the names and and other portfolios of the deities of the Realms. These books were split into several Gods different volumes, each containing a few verses about the gods of Faerûn. 27 Merchant's Blackthorn Belgadar sarcastically wrote how books were great resources for Sagacity individuals to learn about the mistakes of others' in order to make more profound mistakes of their own. 28 A Myth A three-volume series written by the Sage of Shadowdale, Elminster Aumar. It was Drannan completed in the Year of the Wandering Maiden, 1337 DR. The series has been Amphigory described as a long-winded exposition on the nature of magic that ultimately comes to no conclusions. 29 My Years Fully titled, A Trader from Telflamm: My Years Amid High-Heaped Gold was a book Amid High- written by Uldurn Maskovert referred to one of the Seven Sisters, Alassra Heaped Gold Shentrantra Silverhand, otherwise known as the Simbul, a chosen of Mystra and lover of Elminster. 30 Against the A nondescript diary of a wizard from who had a particular hatred for Undead the undead. Due to its authorship, the tome had no actual title but was named so by one of its readers. 31 Akdam's A thin spellbook containing several simple and useful spells written by Akdam, this Traveling spellbook is unique and rare and was found and donated to the library of Spellbook Candlekeep by the adventurers who destroyed Viper's Nest in 1369 DR. 32 The Alcaister An ancient spell tome bound by metal plates, the spells within were considered unique until they were reprinted by Volothamp Geddarm in his Volo's Guide to All Things Magical. 33 Amn's Arms A reference book detailing armor and weapon metallurgy practices in the land of and Armor Amn. 34 Anthropologic A seven-volume series of books written by the famed historian Carcroft the Long. & Folkloric It detailed the history of societies, cultures, and folklores within the Settled Lands Histories of of Faerûn, these being the lands of Cormyr, Sembia, and the Dalelands. He also the Settled detailed that beholders, dragons, hydrae, and meazels could be found in the Vast Lands Swamp. Caracroft also jokingly remarked that one might occasionally find a tax- gatherer. 35 Apocalypto Contains the poetic prophecies of an unknown author and describes their vision of the supposed end of the multiverse. 36 Arcanabula of This ornate working spellbook of the mage known as Jume, who lived in Baldur's Jume Gate around the 11th century DR is enchanted in a number of ways that ensured its protection. 37 The Argyr Also known as the Cube of Gond, crafted from adamantine and plated with electrum, this work is one foot cubed in dimension and is a sacred work of the Gondar faith. 38 Armor A reference book detailing armor metallurgy practices throughout Toril's history, Through the up until the early 14th century DR. Ages 39 The Art of A highly valued book written by the mage Shraevyn. It was bound in leather and Weapon- written in gold lettering. The tome detailed the various levels of magic that were Crafting stored in a variety of metals and how to remove impurities from metal before forging. 40 Ascension of A githyanki book that contained a narrative of the ascension of Vlaakith CLVII to Vlaakith the throne, as well as a discussion on the importance of arcane magic to githyanki society. 41 Aubayreer's The personal spellbook of Aubayreer, the former Mage-king of Aglarond. Many of SampleWorkbook the spells within are unique creations of Aubayreer fro m his yfileouth serving as an apprentice mage. 42 A Manyrealms A compilation of maps that was considered the most well-known of its kind Gallimaufry among the scholars of the Realms. It was compiled by the renowned cartographer, Trammeth Anstrelgor.

19 Chapter 5 | Libraricon Books of Candlekeep, Table A (Cont.) d100 Title Description 43 A Merchant's Written by Donstable Hroun, the Master Merchant of Tsurlagol in the Vast, this Musings work is considered a monumental work on mercantilism in the Realms. 44 A Merchant's Not to be confused with the work by Hroun of the same name, this work by Musings Holdryn Nalaster, a merchant of Suzail in Cormyr is a comedic collection of stories centered around a merchant. 45 Balduran's Log The incomplete logbook of Captain Balduran, detailing his journey to Anchorome. Book It lay in the wreck of his ship, the Wandering Eye, on Werewolf Island until recovery by a group of Seekers. 46 Behavior of A three-volume series of books that detailed the behaviors of various insects Insects throughout the Realms. The first volume details mundane insects, the second giant insects, and the third covers insects that have been created by magical means. 47 Beware the A book in the series of expedition retellings of the renowned group of crack Lizard Marsh! adventurers led by Emythene Faldree, this work details the group's exploits in the marsh west of Daggerford. 48 The Black Sacred tome in the Beshaban faith, the tome is bound in black dragonhide and an Book aura of perpetual darkness emanates from it, though anyone who touches the book can see the words. 49 The Book of A highly unique spellbook of unknown authorship, this tome consists of 22 plates Bats of stamped electrum. It's unique construction and colorful history make it a historical piece of art. 50 Book of A book presenting a system of divination using trigrams. It was written by the sage Change Hsin Fu Chan of Kara-Tur. This method of divination was commonly nicknamed stick magic. 51 Book of Eons A huge illuminated lectern tome, it details the history of elves in Toril. This fascinating magical tome adds to itself as time passes, chronicling elven history not long after it occurs. 52 Book of Fangs Sacred to the Malarite faith, this tome is bound in turtle shells and animal hides. and Talons The book is central to rituals of Malarite hunting rituals and has a nefarious history. 53 Book of Kaza Written by the Netherese lich Kaza, this work details a number of esoteric necromancy practices. The book was recovered from a graveyard in Athkatla. 54 Book of Lore A magical book found in Zakhara, the , appears small, but no matter how long one reads it, it has pages remaining, each decorated with unique calligraphy. 55 Book of One of the spellbooks of the former Grand Vizar of Calimshan, and runemaster of Shangalar the the Twisted Rune known as Shangalar. This is but one volume within the collection Black of the lich's larger body of work. This is a recent recovery by Seeker agents who found it in a rare book shop in Luskan. 56 Book of St. A religious tome dedicated to St. Sollars the Twice-Martyred, a saint of Ilmater the Sollars Broken God. The book is organized by numbered verses and is often memorized by worshippers of Ilmater. 57 Book of This sentient artifact contains the consciousness of Netherese arcanist Tarchamus Tarchamus the Undying. The Harpers attempted to use the evil tome for their own good intentions, but ultimately decided to vault the dangerous work in the vaults of Candlekeep. 58 Book of the A sacred book of the Church of Ilmater. Though not the holiest book of the faith Holy Scourge (that honor went to the Tome of Torment), it was probably the most well-known and useful by 1370 DR. 59 Book of the The personal spellbook of the archmage Asmiak, this spellbook contains not only Silver Talon the spell repertoire of the archmage, but several variations and personal notes by the archmage. 60 Book of the An extremely important and unique tome, only one copy is known to exist and is World safely protected in the vaults of Candlekeep. This tome, details a possible creation myth for dragonkind, and though written in an ancient language, mentions Bahamut, which gives credence to the myth's story by dragons and dragon scholars. 61 Book of A druidic spellbook of several pages bound between an oak plank cover. The Thorns creator of this tome was unknown, though it was speculated it may have been the Hierophant druid Khamlautas Iriphar from Cormyr. 62 Bowgentle's A compilation of the magical teachings of the mage Bowgentle of Silverymoon, SampleBook the spellbook contains fifty-three spells, two of which are spfileells of Bowgentle's own creation. 63 Briel's Book of A spell folio that is widely speculated to have been penned by the archmage Briel, Shadows it contains a number of spells. Most notably are two sections which detail the uses of alicorns and instructions on creating a homunculus.

20 Chapter 5 | Libraricon Books of Candlekeep, Table A (Cont.) d100 Title Description 64 Bronze An ancient tome written by an unknown author that details the methods of bronze Methodology metallurgy. 65 Caddelyn's Caddelyn had only begun copying his magical knowledge into the workbook Workbook before his death. It contains information for two spells of Caddelyn's creation, spell invulnerability and Caddelyn's catastrophe, as well as his notes on how to craft a magemask. 66 Chess A book on the game of chess in the kingdom of Impiltur. In the Year of the Variations of Gauntlet, 1369 DR, at the conclusion of the abraxus affair in Cormyr, Giogioni the Masters of Wyvernspur spent half a night studying Chess Variations of the Masters of Old Old Impiltur Impiltur to have a chance of beating King Azoun IV at chess. After his win, he donated the book to the library at Candlekeep. 67 Chronicle of Written by Maglas, this book contains cryptic prophecies and was translated by Years to Come Sammaster, who infamously interpreted these prophecies to predict that Faerûn would eventually be ruled by undead dragons, and formed the Cult of the Dragon to begin creating dracoliches. 68 Circe's A copy of Circe the Black Sorceress's personal reflections on potion making. This Cookbook significant work on the topic of potion making is noted for it's value, despite containing no formulae. 69 Codex of A tract originally recorded on stone tablets by Lod, a bone naga and founder of the Araunt Eminence of Araunt. The codex contains instructions for several unique rituals. 70 The Codicil of A magical book containing basic rites, rituals, services, and major ceremonies of White Auril's faith. The book also had several pages devoted to the goddess' favorite arcane magic. 71 The Collected A compilation of the writings and observations of the mage Snilloc. It includes Wisdom of accounts of the mage's travels, a selection of his spells, and his personal notes and Snilloc writings. The tome is noted for Snilloc's patronizing tone as well as his musings on creative uses for spells. 72 The Compleat A manual outlining a series of techniques and methods used to search for and Dragon- hunt down dragons that were found throughout Faerûn. It was compiled around Hunter 1300 DR by Smerdiuk Dragonbane, the famed dragon slayer who hailed from the Cormyrean city of Arabel. 73 Cookbook of An incredibly rare collection of Netherese recipes, this book not only details Nemalas unique dishes prepared and eaten in Netheril before it's fall, but details dining customs of the culture. 74 Cormyr: The A book about the kingdom of Cormyr written some time before the mid–14th Forest century DR. The book chronicles the history of Cormyr from it's founding in 26 Country DR by Faerlthann Obarskyr until the Goblin War in 1371 DR. 75 Cormyrian Written by Asgerlan Burtrann, this book detailed a number of public Customs And embarrassments. Some Cormyrian nobles took great offense to the content of his Scandals book and Burtrann was gruesomely executed by being dragged behind a horse on the decree of Throrton Marliir. 76 Cyrinishad An unholy tome created by Rinda the Scribe under the forced divine guidance of Cyric. 77 Crenshinibon: Written by Regis the halfling, this work chronicles the history of the evil crystal The Crystal artifact known as Crechinibon from its creation by seven liches in Zakhara to when Shard Cadderly Bonaduce and Jarlaxle Baenre tricked the red dragon Hephaestus to destroy the artifact. 78 Daltim's Tome A spellbook written by the wizard and psionicist Daltim Flamefist of Halruaa. It of Fire contains a number of unique fire-based spells, details on several light- and fire- themed magical items, and brief treatises on fire magic, psionics, and the creation of psionically empowered items. 79 Darnarest's A non-magical book that detailed the process of enchanting arms in precious Guide detail[3] written by a moderately famous wizard Darnarest sometime before his death in 1303 DR. 80 Darsson's The research tome of the famous Halruaan mage known as Darsson Spellmaker Notes contains his personal notes on the history of magic, spells, and the creation of magical items. 81 Delblood's A popular reference book containing maps of Faerûn. It was composed by the Atlas of cartographer Delblood. Several copies of this atlas are available throughout the Faerûn Realms. The atlas is so popular, a few small towns have changed their names to conform to mistakes made in it. Sample82 Delver's Tome A multi-volume work written by a number of different d warvenfile authors and serves as a field guide for those who would dare delve into the dungeons and caves of Faerun. 83 Demonic Written by an unknown author, this work is a collection of stories about demonic Infestations possessions by a variety of demons of the nine hells.

21 Chapter 5 | Libraricon Books of Candlekeep, Table A (Cont.) d100 Title Description 84 Demonomicon A seven-volume book written by the archmage . It is a comprehensive of Iggwilv treatise on demonic lore containing information about several demon lords, complete with instructions for summoning and binding them, as well as an extensive collection of spells and evil rituals. 85 Dethek: This book on the dwarven runic language of Dethek is considered the most Dialects and comprehensive work on the subject ever written. The level of detail on the unique Diction phrasing and a special section devoted to translating Dethek into Common make the work highly important. 86 Detho's This thin rothe-hide bound spellbook has infamously been in the hands of several Libram famous wizards who copied the contents into their own spellbooks. 87 Diary of The journal of necromancer Damien Morienus, former Overwizard of the Host Damien Tower of the Arcane in Luska contains copious notes and theories on the nature Morienus of life and death, research into the power of lichdom, and most importantly, the diary contained an incomplete recipe for a magic potion that would, if the research was finished, turn the drinker into a lich. 88 The Diary of Tells the story of Sarevok Anchev and the events he was involved in before the Saverok Iron Throne set the Iron Crisis on the Sword Coast in motion and during the iron crisis itself until Gorion's Ward stopped the Iron Throne operations in the Cloakwood. 89 Discovery of A book written by Vilhiard of Procampur, a renowned scholar and monk of Deneir. the World It tells of his travels into the Hordelands and other lands of the East, and describes all the lands he explored and the customs of the peoples he met, such as the Tuigan. 90 Dragonheir An Abeiran book that chronicles the story of the Dragonheirs of the Sword Lands, Clans and recorded the genealogy of every Dragonheir clan that had existed. 91 The Dream of A romantic story written by the bard Elender Stormfall of Suzail in Cormyr. The the Dragon book discusses the spirit, doubts, and moods of the people of Cormyr around the time of the death of King Azoun IV and the rise of the Regent Alusair in 1371 DR. 92 Elminster's A series of nine books, compiled by the sage of Shadowdale, Elminster, which Ecologies details the various natural wildlife, local trees and plants, and magical beasts that could be found in a number of regions in the Heartlands and surrounding areas of northern and central Faerûn. 93 Encyclopaedia Encyclopaedia Deifica: Tales of Divinities, Both Living and Dead, Extracted Deifica Through Studious Cross-Faith Comparison and Revealed By the Hand of Oghma was a set of books written by Jenelle Einhorn, an acolyte at the Leaves of Learning temple of Oghma in Highmoon. It details a range of gods and goddesses of various pantheons written after the Godswar in 1370 DR. 94 Endless Chant The Endless Chant of Candlekeep is a recitation that is continually repeated by a select few monks of the Avowed. It echoes through the courtyard of Candlekeep throughout all hours of the day. It covers all of the unfulfilled prophecies of the famous seer Alaundo, who inscribed his visions in the keep during the 1st century DR. 95 Experimental This orange-covered arcane book is a compilation of essays written by alchemists Techniques and wizards. It is unknown who compiled the work, but a number of famous and and Methods infamous wizards, alchemists, artificers, and warlocks have contributed to the tome. 96 The Dessarin The book records the history of River Dessarin dating back to the time when River Waterdeep was young and the river was called the "Road to the North" due to it stretching through Evermoors and up the Spine of the World. 97 Far from the A treatise on the independent kingdoms of northwest Faerûn. It was written by Misty Hills the Evereskan moon elf ranger Aedyn Graymantle and was based on her travels through the wild. 98 The Field of A book written by Hludar Sylem which contains information about warcraft and Battle battle strategy. The work is sprinkled with anecdotes from Sylem's observations from several battles. 99 Forty Years A book written by Zantravas Rolovantar, the Lord Chamberlain of Waterdeep, the Before the book was a sort of autobiography as well as a work which detailed the unique Doors: A Life method of government that ruled the great city by the sea. in Service 100 A Full History A book written by Neville Dobbin, the 35th Earl of Stagwick. The book was of the Dobbins famously stolen by the verbeeg runecaster Basil of Lyndusfarne from Dobbin of Stagwick Manor, the home of Earl Ruther Dobbin, descendant of Neville Dobbin. SampleAdventurers who recovered the book from the lair of the vefilerbeeg runecaster donated it to the library of Candlekeep.

22 Chapter 5 | Libraricon