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Campaign settings that take your table beyond the default world.


Official2014 (5e)

Guildmasters' Guide to Ravnica

A city-world ruled by ten rival guilds.

Setting guide to the Magic: The Gathering plane of Ravnica, with guild-based backgrounds, new species such as centaurs and minotaurs, subclasses, guild politics and urban adventure tools.

Reach for it: Intrigue-heavy city campaigns.

Chapter by chapter

Guildmasters’ Guide to Ravnica adapts the city-world of Magic: The Gathering for fifth-edition Dungeons & Dragons. Players receive guild-centred character options, new species and two subclasses. Dungeon Masters receive a district gazetteer, faction-driven adventure tools, an introductory adventure, treasures and a substantial bestiary. This guide uses only PDF pages 1–260 of the supplied file and ignores the unrelated appended book.

36 sections · “Open all” skips DM-only sections

  1. Welcome to Ravnicap. 6–10

    Ravnica is a world almost entirely covered by a city, where ten guilds divide responsibilities and compete for influence. This introduction explains the Guildpact, the magical agreement behind that uneasy balance, and the importance of its living representative, Jace Beleren. Guild membership gives an adventurer obligations and allies rather than merely a badge. Everyday details help players imagine urban life before choosing a character.

    • The Guildpact restrains open guild conflict without eliminating rivalry.
    • Zibs and zinos are local coins; calendars, languages and guild insignia make the city feel lived in.
    • Guildless citizens exist: membership is important but not universal.

    On the siteCharacter origins

  2. Chapter 1: Character Creationp. 11–28

    Character creation begins with a guild choice because politics and personal values shape a Ravnican adventurer. The chapter connects species and classes to guild roles without making those associations absolute restrictions. Its questionnaire helps a new player distinguish loyalty to law, freedom, community, knowledge and personal advancement. Two subclasses add rules for authority and fungal transformation. The ten guild backgrounds are presented in Chapter 2, not as a separate background list here.

    • Plan a mixed-guild party’s reason to cooperate before play.
    • Humans and elves appear alongside centaurs, goblins, loxodons, minotaurs, Simic hybrids and vedalken.
    • Class-by-guild suggestions are inspiration, not a prohibition on unusual characters.
    • Use this book’s original fifth-edition character options with the DM’s agreement when mixing rules editions.

    On the siteCharacter origins

  3. Character Creation: Speciesp. 12–23

    Ravnican peoples share crowded streets but have different cultural ties to the guilds. Humans are widespread, while Silhana, Devkarin and Simic elves illustrate distinct elven communities. The six additional player options have abilities that strongly influence movement, exploration and combat. Choose a personality and allegiance as well as a useful trait package.

    • Centaur: a swift fey with hooves and a charging attack; ladders and similar climbs are awkward for an equine body.
    • Goblin: disengaging or hiding as a bonus action supports mobile fighting; Fury of the Small helps against larger enemies.
    • Loxodon: natural armour, powerful carrying capacity and a useful trunk suit steady, physically capable characters.
    • Minotaur: horns, a rushing attack and forceful shoves encourage close fighting.
    • Simic Hybrid: choose biological enhancements at levels 1 and 5, including climbing, gliding, swimming, grappling limbs, protective skin or acid.
    • Vedalken: mental resilience, sustained attention to a chosen skill and tool, and limited underwater breathing reward careful specialists.
    • Humans use familiar human options; elf cultures do not require every member to choose the same guild.

    On the siteCharacter origins

  4. Character Creation: Order Domain and Circle of Sporesp. 25–28

    The Order Domain turns the cleric into a coordinator who reinforces allies while compelling enemies to obey. Voice of Authority lets a spell that benefits an ally create an opportunity for that ally to attack. Later features bring mass authority, faster enchantments and stronger weapon-linked punishment. The Circle of Spores instead treats decay as part of life, surrounding the druid with harmful spores and using Wild Shape for Symbiotic Entity. Its later abilities animate fallen bodies, project a spore cloud and alter the druid’s own defences.

    • Order Domain: domain features arrive at levels 1, 2, 6, 8 and 17 under this book’s original cleric progression.
    • Circle of Spores: Halo of Spores and Symbiotic Entity begin at level 2; Fungal Infestation, Spreading Spores and Fungal Body follow at 6, 10 and 14.
    • Symbiotic Entity grants temporary hit points and strengthens spore and melee damage while it lasts.
    • Temporary hit points are not added together, and competing armour calculations are alternatives.

    On the siteClericDruid

  5. Chapter 2: Guilds of Ravnicap. 29–98

    Guild membership combines a background, social network and route to advancement. Each guild supplies ideals, bonds, flaws and contacts that can generate adventures. Renown measures standing within the organisation and unlocks ranks, assistance and responsibilities. Guild spell lists expand the options available to a member with an appropriate spellcasting feature rather than granting unlimited free spells. Changing guilds has social consequences and should be handled with the DM.

    • Choose one guild background, not ten sets of benefits.
    • Contacts include rivals and outsiders as well as helpful colleagues.
    • Rank benefits depend on renown and sometimes level or other prerequisites.
    • A loyal member, a questioning reformer and a secret dissenter can all belong to the same guild.

    On the siteCharacter origins

  6. Guild: Azorius Senatep. 32–37

    The Azorius Senate gives a character a place in Ravnica through law courts, legislative bureaucracy and arresters. Its leadership centres on Isperia, but ordinary members have their own motives and local duties. The Azorius Functionary background connects a new adventurer to that organisation with skills, contacts and a signature social benefit. The section explains assignments, relations with other guilds and advancement through renown. Treat its suggested attitudes as starting points rather than a compulsory personality.

    • Azorius Functionary: Legal Authority helps secure official cooperation and access to records.
    • Lyev enforces law, Jelenn legislates and Sova judges.

    On the siteBackgrounds

  7. Guild: Boros Legionp. 38–44

    The Boros Legion gives a character a place in Ravnica through military justice, disciplined patrols and angelic leadership. Its leadership centres on Aurelia, but ordinary members have their own motives and local duties. The Boros Legionnaire background connects a new adventurer to that organisation with skills, contacts and a signature social benefit. The section explains assignments, relations with other guilds and advancement through renown. Treat its suggested attitudes as starting points rather than a compulsory personality.

    • Boros Legionnaire: Legion Station provides access to legion facilities and support.
    • Sergeant and brigadier ranks lead towards command; special roles include the Sunhome Guard.

    On the siteBackgrounds

  8. Guild: House Dimirp. 45–50

    The House Dimir gives a character a place in Ravnica through espionage, concealed identities and traded secrets. Its leadership centres on Lazav, but ordinary members have their own motives and local duties. The Dimir Operative background connects a new adventurer to that organisation with skills, contacts and a signature social benefit. The section explains assignments, relations with other guilds and advancement through renown. Treat its suggested attitudes as starting points rather than a compulsory personality.

    • Dimir Operative: False Identity supports an undercover life in another guild.
    • Encode Thoughts stores information as a magical thought strand; missions prioritise secrecy.

    On the siteBackgrounds

  9. Guild: Golgari Swarmp. 50–58

    The Golgari Swarm gives a character a place in Ravnica through Undercity survival, food production, decay and undeath. Its leadership centres on Jarad Vod Savo, but ordinary members have their own motives and local duties. The Golgari Agent background connects a new adventurer to that organisation with skills, contacts and a signature social benefit. The section explains assignments, relations with other guilds and advancement through renown. Treat its suggested attitudes as starting points rather than a compulsory personality.

    • Golgari Agent: Undercity Paths helps navigate hidden routes.
    • Devkarin elves, kraul and medusas compete within the swarm.

    On the siteBackgrounds

  10. Guild: Gruul Clansp. 59–65

    The Gruul Clans gives a character a place in Ravnica through clan loyalty, wilderness reclamation and resistance to city authority. Its leadership centres on Borborygmos, but ordinary members have their own motives and local duties. The Gruul Anarch background connects a new adventurer to that organisation with skills, contacts and a signature social benefit. The section explains assignments, relations with other guilds and advancement through renown. Treat its suggested attitudes as starting points rather than a compulsory personality.

    • Gruul Anarch: Rubblebelt Refuge helps a group find shelter and resources in ruined territory.
    • Clans are independent; demonstrated strength matters more than administrative office.

    On the siteBackgrounds

  11. Guild: Izzet Leaguep. 66–70

    The Izzet League gives a character a place in Ravnica through magical engineering, civic infrastructure and dangerous experiments. Its leadership centres on Niv-Mizzet, but ordinary members have their own motives and local duties. The Izzet Engineer background connects a new adventurer to that organisation with skills, contacts and a signature social benefit. The section explains assignments, relations with other guilds and advancement through renown. Treat its suggested attitudes as starting points rather than a compulsory personality.

    • Izzet Engineer: Urban Infrastructure helps interpret and access the city’s systems.
    • Laboratory assignments and scientific prestige offer advancement alongside spectacular mishaps.

    On the siteBackgrounds

  12. Guild: Orzhov Syndicatep. 71–76

    The Orzhov Syndicate gives a character a place in Ravnica through religious authority, banking, extortion and debts that outlive the debtor. Its leadership centres on the Obzedat, but ordinary members have their own motives and local duties. The Orzhov Representative background connects a new adventurer to that organisation with skills, contacts and a signature social benefit. The section explains assignments, relations with other guilds and advancement through renown. Treat its suggested attitudes as starting points rather than a compulsory personality.

    • Orzhov Representative: Leverage turns organisational influence into practical pressure.
    • Wealth, obligation and patronage shape promotion and relations with spirits.

    On the siteBackgrounds

  13. Guild: Cult of Rakdosp. 77–83

    The Cult of Rakdos gives a character a place in Ravnica through performance, risky entertainment and gleeful disruption. Its leadership centres on Rakdos, but ordinary members have their own motives and local duties. The Rakdos Cultist background connects a new adventurer to that organisation with skills, contacts and a signature social benefit. The section explains assignments, relations with other guilds and advancement through renown. Treat its suggested attitudes as starting points rather than a compulsory personality.

    • Rakdos Cultist: Fearsome Reputation makes intimidation and public disorder useful social tools.
    • Entertainers can rise from troupe work to prominent performance roles.

    On the siteBackgrounds

  14. Guild: Selesnya Conclavep. 84–90

    The Selesnya Conclave gives a character a place in Ravnica through shared spiritual purpose, communal settlements and organised defence. Its leadership centres on Trostani, but ordinary members have their own motives and local duties. The Selesnya Initiate background connects a new adventurer to that organisation with skills, contacts and a signature social benefit. The section explains assignments, relations with other guilds and advancement through renown. Treat its suggested attitudes as starting points rather than a compulsory personality.

    • Selesnya Initiate: Conclave’s Shelter offers help in conclave communities.
    • Vernadi communities gather around dryad leaders and the ideal of collective harmony.

    On the siteBackgrounds

  15. Guild: Simic Combinep. 91–98

    The Simic Combine gives a character a place in Ravnica through biological research, adaptation and engineered life. Its leadership centres on Zegana, but ordinary members have their own motives and local duties. The Simic Scientist background connects a new adventurer to that organisation with skills, contacts and a signature social benefit. The section explains assignments, relations with other guilds and advancement through renown. Treat its suggested attitudes as starting points rather than a compulsory personality.

    • Simic Scientist: Researcher helps locate information even when the character does not already know it.
    • Clades pursue specialised projects; Guardian and Utopian approaches differ over the purpose of adaptation.

    On the siteBackgrounds

  16. Chapter 3: The Tenth District — Life in Ravnicap. 99–122

    This chapter turns the city’s huge scale into a usable home area: the Tenth District and its six precincts. Major roads connect busy surface neighbourhoods while sewers, crypts and the Undercity provide routes below them. Each precinct has landmarks, people, services, law enforcement and rumours. These details help a player decide where a character lives and help a DM build journeys that are more than a walk between encounters. The chapter’s actual title is The Tenth District; it is the main gazetteer for life in the city.

    • Precinct One includes the Guildpact’s civic heart, Orzhova and Vizkopa Bank.
    • Precinct Two features New Prahv and Azorius influence.
    • Precinct Three includes Vitu-Ghazi and greener Selesnya neighbourhoods.
    • Precinct Four brings Sunhome, Nivix and the Rubblebelt into close proximity.
    • Precinct Five includes the university district and scientific activity.
    • Precinct Six includes Deadbridge and routes into the Undercity.
    • Millennial Platform, major trade ways and transit links help orient travel.

    On the siteCharacter origins

  17. Chapter 4: Creating AdventuresDM onlyp. 123–172

    Spoilers for players — the Dungeon Master’s eyes only.

    Ravnican adventures grow from guild goals that overlap or collide. The chapter helps the DM choose an organising guild, involve characters from other factions and add complications beyond a simple fight. Ten guild toolkits provide villains, goals, assignments and mapped locations. The concluding introductory adventure demonstrates these methods with a fugitive and competing interests. This material is for the DM because knowing the factions’ plans can spoil investigation.

    • Use a patron, a shared threat or intersecting assignments to unite a mixed-guild party.
    • Azorius arrester station and Boros garrison suit investigations, arrests and military conflicts.
    • Dimir safe house, Golgari Undercity mansion and Gruul encampment provide very different infiltration problems.
    • Izzet workshop, Orzhov basilica and Rakdos nightclub connect hazards to each guild’s values.
    • Selesnya vernadi centre and Simic growth chambers support community disputes and experiments gone wrong.

    On the siteDungeon Master guidance

  18. Adventure: Krenko’s WayDM onlyp. 160–172

    Spoilers for players — the Dungeon Master’s eyes only.

    This introductory adventure sends a new party after the escaped goblin gang leader Krenko. Nassius Ven supplies a commission, but pursuit requires questioning contacts and understanding street-level rivalries. Falish and the Shattergang Brothers complicate the search, and Krenko has his own outside support. The warehouse finale rewards reconnaissance and attention to schedules rather than assuming a direct assault. The conclusion leaves questions about patrons and motives that can grow into a campaign.

    • The adventure is designed to begin with level-1 characters.
    • Track leads through Ravnican contacts instead of revealing the hideout immediately.
    • Falish’s workshop and Krenko’s warehouse give investigation a physical destination.
    • Goblin Gang Member, Krenko and Loading Rig support the final confrontation.
    • Krenko’s patron and Nassius Ven’s interests are DM-only information.

    On the siteDungeon Master guidance

  19. Chapter 5: TreasuresDM onlyp. 173–182

    Spoilers for players — the Dungeon Master’s eyes only.

    Rewards in Ravnica reflect guild identity as much as monetary value. Local coinage and guild-associated treasure help the DM show who financed or owned a cache. Guild charms are limited-use magical rewards bestowed on chosen recipients, not ordinary permanent equipment. The chapter then supplies guild-themed magic items, from transport devices to experimental weapons. Several items create risks or social implications that matter beyond their numerical benefits.

    • Azorius, Boros, Dimir, Golgari, Gruul, Izzet, Orzhov, Rakdos, Selesnya and Simic charms each offer a different package of limited magical benefits.
    • Charms can be revoked by their guildmaster, linking rewards to faction loyalty.
    • Guild keyrunes and guild signets make a guild’s symbol into usable magic.
    • Choose treasures that reinforce an adventure’s faction connections rather than random wealth alone.

    On the siteDungeon Master guidance

  20. Treasures: Magic Item DescriptionsDM onlyp. 178–182

    Spoilers for players — the Dungeon Master’s eyes only.

    The item descriptions turn Ravnica’s faction themes into concrete rewards. Some devices are practical tools for movement or communication, while others reward a particular combat style. Izzet inventions often invite an experiment with consequences rather than offering completely dependable power. The DM should check attunement and activation rules before handing out any of these items.

    • Guild Keyrune: becomes a guild-associated creature to assist its bearer.
    • Guild Signet: channels a small selection of guild-related spells.
    • Illusionist’s Bracers: support repeated cantrip casting.
    • Lifewell Tattoo: protects the wearer against necrotic harm and a fatal collapse.
    • Mizzium Apparatus: allows risky attempts at casting beyond prepared knowledge.
    • Mizzium Armor: experimental armour that blunts certain severe hazards.
    • Mizzium Mortar: launches magical fire with an explosive option.
    • Moodmark Paint: expresses emotion through changing magical markings.

    On the siteDungeon Master guidance

  21. Treasures: Weapons and Specialist EquipmentDM onlyp. 179–182

    Spoilers for players — the Dungeon Master’s eyes only.

    These rewards suit characters who want to protect companions, control movement or make a spectacular attack. Guild associations can explain why an item appears in a particular vault or laboratory. A weapon can also be a visible sign of allegiance. Discuss unsettling items such as the soul-harvesting riteknife before bringing them into a player’s story.

    • Pariah’s Shield: lets a defender take harm meant for an ally. Peregrine Mask: provides aerial mobility and heightened readiness.
    • Pyroconverger: projects increasingly risky blasts of fire. Rakdos Riteknife: stores the souls of victims for sinister power.
    • Skyblinder Staff: disrupts flying foes. Spies’ Murmur: lets linked users communicate quietly over distance.
    • Sunforger: combines a heavy weapon with released magical force. Sword of the Paruns: turns a warrior’s manoeuvres into opportunities for companions.
    • Voyager Staff: offers magical travel and displacement.

    On the siteDungeon Master guidance

  22. Chapter 6: Friends and FoesDM onlyp. 183–256

    Spoilers for players — the Dungeon Master’s eyes only.

    The final chapter is a DM’s reference for Ravnica’s creatures, guild leaders and specialist members. Guild encounter lists help match an opponent or ally to its organisation. The bestiary contains both unfamiliar city creatures and Ravnican versions of recognisable fantasy beings. Later sections focus on guild NPCs, from ordinary soldiers to immensely powerful leaders. These are encounter tools rather than player species or subclass options.

    • Use guild and creature-type indexes to find appropriate allies, hazards and enemies.
    • Guild leaders such as Aurelia, Isperia and Niv-Mizzet are major campaign presences, not routine starting encounters.
    • Golgari lairs and Rakdos carnival material help shape the battlefield around the opposition.

    On the siteDungeon Master guidance

  23. Friends and Foes: Angels and ArchonsDM onlyp. 189–192

    Spoilers for players — the Dungeon Master’s eyes only.

    This section provides encounter-ready examples of angels and archons. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.

    • Battleforce Angel: front-line angelic warrior.
    • Firemane Angel: fiery Boros commander.
    • Deathpact Angel: Orzhov patron who binds service through debt.
    • Archon of the Triumvirate: flying enforcer of imposed order.

    On the siteDungeon Master guidance

  24. Friends and Foes: City Beasts and SpiritsDM onlyp. 193–194

    Spoilers for players — the Dungeon Master’s eyes only.

    This section provides encounter-ready examples of city beasts and spirits. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.

    • Arclight Phoenix: electrical bird that can return after destruction.
    • Conclave Dryad: Selesnya guardian connected to a community’s tree.

    On the siteDungeon Master guidance

  25. Friends and Foes: Demons and UndeadDM onlyp. 195–198

    Spoilers for players — the Dungeon Master’s eyes only.

    This section provides encounter-ready examples of demons and undead. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.

    • Cackler: small demonic troublemaker.
    • Master of Cruelties: demon that exploits anguish.
    • Sire of Insanity: demon that undermines reason.
    • Devkarin Lich: undead Golgari spellcaster.

    On the siteDungeon Master guidance

  26. Friends and Foes: Felidars and GiantsDM onlyp. 199–202

    Spoilers for players — the Dungeon Master’s eyes only.

    This section provides encounter-ready examples of felidars and giants. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.

    • Felidar: bond-forming feline guardian.
    • Bloodfray Giant: brutal Rakdos combatant.
    • Guardian Giant: Selesnya protector.
    • Orzhov Giant: towering syndicate muscle.
    • Sunder Shaman: Gruul giant wielding elemental destruction.

    On the siteDungeon Master guidance

  27. Friends and Foes: Horrors and Bound SpiritsDM onlyp. 203–206

    Spoilers for players — the Dungeon Master’s eyes only.

    This section provides encounter-ready examples of horrors and bound spirits. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.

    • Flying Horror: airborne nightmare predator.
    • Shadow Horror: fearsome creature of darkness.
    • Skittering Horror: swift many-limbed terror.
    • Indentured Spirit: ghost compelled to serve a creditor.

    On the siteDungeon Master guidance

  28. Friends and Foes: Izzet ElementalsDM onlyp. 207–209

    Spoilers for players — the Dungeon Master’s eyes only.

    This section provides encounter-ready examples of izzet elementals. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.

    • Blistercoil Weird: unstable elemental that absorbs energy.
    • Fluxcharger: flying elemental charged with destructive magic.
    • Galvanice Weird: ice-and-electricity laboratory creation.

    On the siteDungeon Master guidance

  29. Friends and Foes: Krasis and KraulDM onlyp. 210–214

    Spoilers for players — the Dungeon Master’s eyes only.

    This section provides encounter-ready examples of krasis and kraul. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.

    • Category 1 Krasis: smaller experimental hybrid.
    • Category 2 Krasis: larger engineered monster.
    • Category 3 Krasis: massive combination of biological adaptations.
    • Kraul Warrior: insectile Golgari fighter.
    • Kraul Death Priest: kraul religious leader using death magic.

    On the siteDungeon Master guidance

  30. Friends and Foes: Specters, Cyclopes and HybridsDM onlyp. 215–218

    Spoilers for players — the Dungeon Master’s eyes only.

    This section provides encounter-ready examples of specters, cyclopes and hybrids. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.

    • Nightveil Specter: Dimir rider that steals thoughts.
    • Gloamwing: shadowy flying mount.
    • Nivix Cyclops: Izzet laboratory guard.
    • Hybrid Brute: Simic close-combat experiment.
    • Hybrid Flier: winged Simic operative.
    • Hybrid Poisoner: toxin-using hybrid.
    • Hybrid Shocker: electrically adapted hybrid.
    • Hybrid Spy: stealth-focused modified agent.

    On the siteDungeon Master guidance

  31. Friends and Foes: Other Ravnican CreaturesDM onlyp. 219–225

    Spoilers for players — the Dungeon Master’s eyes only.

    This section provides encounter-ready examples of other ravnican creatures. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.

    • Skyjek Roc: huge Boros aerial mount.
    • Skyswimmer: flying city predator.
    • Servitor Thrull: constructed servant of the syndicate.
    • Winged Thrull: airborne thrull messenger or watcher.
    • Undercity Medusa: Golgari petrifying guardian.
    • Blood Drinker Vampire: vampire feeding on blood.
    • Mind Drinker Vampire: Dimir vampire feeding on thought.
    • Wurm: enormous burrowing threat.

    On the siteDungeon Master guidance

  32. Friends and Foes: Azorius and Boros NPCsDM onlyp. 226–231

    Spoilers for players — the Dungeon Master’s eyes only.

    This section provides encounter-ready examples of azorius and boros npcs. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.

    • Soldier: ordinary trained guild combatant.
    • Isperia: sphinx heading the Azorius Senate.
    • Lawmage: Azorius spellcaster who restrains offenders.
    • Precognitive Mage: mage whose foresight aids enforcement.
    • Aurelia: angelic leader of the Boros Legion.
    • Firefist: Boros warrior combining force and flame.
    • Frontline Medic: battlefield healer.
    • Reckoner: legion champion who punishes attackers.

    On the siteDungeon Master guidance

  33. Friends and Foes: Dimir and Golgari NPCsDM onlyp. 232–236

    Spoilers for players — the Dungeon Master’s eyes only.

    This section provides encounter-ready examples of dimir and golgari npcs. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.

    • Lazav: shapechanging Dimir guildmaster.
    • Mind Mage: psychic manipulator.
    • Thought Spy: covert collector of information.
    • Jarad Vod Savo: undead leader of the Golgari.
    • Golgari Shaman: spellcaster channelling decay and natural cycles.

    On the siteDungeon Master guidance

  34. Friends and Foes: Gruul and Izzet NPCsDM onlyp. 237–243

    Spoilers for players — the Dungeon Master’s eyes only.

    This section provides encounter-ready examples of gruul and izzet npcs. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.

    • Borborygmos: cyclopean leader respected by the Gruul. Anarch: destructive Gruul agitator.
    • Druid of the Old Ways: primal Gruul spellcaster. Rubblebelt Stalker: hunter adapted to ruined streets.
    • Niv-Mizzet: ancient dragon and Izzet mastermind. Cosmotronic Blastseeker: experimental wielder of radiant and fiery energy.
    • Counterflux Blastseeker: Izzet specialist in disruptive magical force. Flux Blastseeker: volatile laboratory combat mage.
    • Galvanic Blastseeker: electrical experimenter. Scorchbringer Guard: guard equipped with a flame-producing device.

    On the siteDungeon Master guidance

  35. Friends and Foes: Orzhov and Rakdos NPCsDM onlyp. 244–250

    Spoilers for players — the Dungeon Master’s eyes only.

    This section provides encounter-ready examples of orzhov and rakdos npcs. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.

    • Obzedat Ghost: one of the syndicate’s ruling ancestral spirits.
    • Rakdos: demon lord and cult figurehead.
    • Blood Witch: Rakdos practitioner of pain-fuelled magic.
    • Rakdos Lampooner: performer weaponising mockery.
    • Rakdos Performer: acrobatic or spectacular cult entertainer.

    On the siteDungeon Master guidance

  36. Friends and Foes: Selesnya and Simic NPCsDM onlyp. 251–256

    Spoilers for players — the Dungeon Master’s eyes only.

    This section provides encounter-ready examples of selesnya and simic npcs. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.

    • Trostani: threefold dryad voice of the conclave.
    • Horncaller: Selesnya summoner and animal ally.
    • Zegana: merfolk leader of the Simic Combine.
    • Biomancer: researcher reshaping living creatures.

    On the siteDungeon Master guidance

Official2014 (5e)

Spelljammer: Adventures in Space

Fantasy adventures sailing between the stars.

A boxed setting for Wildspace and the Astral Sea: spelljamming ships and ship combat, new species, a bestiary of space-faring creatures and an introductory adventure.

Reach for it: Groups who want swashbuckling space fantasy.

Chapter by chapter

Spelljammer: Adventures in Space brings fifth-edition D&D into Wildspace and the Astral Sea, where magical ships connect distant worlds. Astral Adventurer's Guide provides character options, travel rules, ships and the Rock of Bral. Boo's Astral Menagerie introduces the creatures and communities that inhabit these environments. Light of Xaryxis is a twelve-chapter adventure for characters beginning at 5th level; its guide entries are DM-only spoilers. Page references restart within each of the three printed books.

55 sections · “Open all” skips DM-only sections

  1. Astral Adventurer's Guide — Introduction: Vast Oceans of Adventurep. 4–5

    Spelljammer takes familiar D&D adventurers beyond their home world aboard magically propelled ships. Wildspace surrounds individual worlds, while the Astral Sea connects different systems. This introduction explains the vocabulary and suggests ways to begin a spacefaring campaign. Its adventure seeds let a group start with discovery, escape, employment or an unexpected encounter rather than a long cosmology lesson.

    • Distinguish Wildspace, Wildspace systems and the Astral Sea before planning a voyage.
    • Use the adventure seeds to connect an ordinary adventuring party to its first ship.
    • The accompanying DM screen supplies reference material rather than a separate character progression system.

    On the siteDungeon Master guidance

  2. Astral Adventurer's Guide — Chapter 1: Character Optionsp. 6–15

    This chapter supplies two backgrounds and six playable peoples for a spacefaring party. Astral Drifter connects a character to a long Astral journey and a divine encounter, while Wildspacer represents survival in space and a frightening close call. Astral elves bring supernatural mobility and adaptable knowledge, while autognomes are constructed people with self-repairing potential. Giff suit physically powerful firearm users, and hadozees combine climbing, gliding and dexterous feet. Plasmoids can reshape their bodies and squeeze through narrow spaces when unencumbered. Thri-kreen have secondary arms, protective chitin and telepathic communication; these options change how characters explore as well as how they fight.

    • Astral Drifter includes Magic Initiate associated with cleric magic; Wildspacer includes Tough.
    • Astral Elf: Starlight Step provides limited magical repositioning.
    • Autognome: Built for Success helps important rolls, and Healing Machine interacts with mending.
    • Giff: Hippo Build supports strength-based tasks and Firearms Mastery supports gun use.
    • Hadozee: climbing, controlled gliding and Hadozee Resilience support shipboard survival.
    • Plasmoid: Amorphous and Shape Self reward creative infiltration without carried equipment.
    • Thri-kreen: Secondary Arms do not grant extra actions; Sleepless does not remove the need for rest.

    On the siteCharacter backgroundsMending

  3. Astral Adventurer's Guide — Chapter 2: Astral Adventuringp. 16–57

    This chapter explains how a spellcaster uses a spelljamming helm to move a vessel through space. It separates rapid interplanetary travel from the much slower manoeuvring needed near other large objects. Air envelopes, changing air quality and gravity planes determine whether travellers can breathe and move safely. The Astral Sea has different survival assumptions from Wildspace, so a voyage should not treat both environments as ordinary empty sky. Air bubble and create spelljamming helm support exploration, while the spelljamming helm and Wildspace orrery provide essential magical infrastructure. Ship combat is designed to bring characters into meaningful action, including boarding, rather than replace their abilities with a separate naval game. Sixteen illustrated ship designs provide crews, weapons and deck layouts for journeys and encounters.

    • Track fresh, foul and deadly air; overlapping envelopes can alter the air a ship carries.
    • Gravity planes explain standing on opposite sides of a hull, falling through a plane and drifting away.
    • Astral travellers do not age or require food and drink there; those protections do not generally apply in Wildspace.
    • Air bubble creates a personal breathable supply; create spelljamming helm turns a suitable chair into a magical control station.
    • Bombard: giff cannon platform; Damselfly Ship: fast landing craft; Flying Fish Ship: common versatile vessel; Hammerhead Ship: sturdy hauler and raider.
    • Lamprey Ship: boarding-oriented older design; Living Ship: vessel with a treant; Nautiloid: mind flayer ship; Nightspider: neogi carrier.
    • Scorpion Ship: metal vessel with grasping pincers; Shrike Ship: agile rammer; Space Galleon: general-purpose ship; Squid Ship: established privateering design.
    • Star Moth: astral elf vessel; Turtle Ship: armoured, enclosed craft; Tyrant Ship: beholder stone vessel; Wasp Ship: small, mobile wooden ship.

    On the siteSpacefaring equipmentTreant

  4. Astral Adventurer's Guide — Chapter 3: The Rock of Bralp. 58–64

    The Rock of Bral is an inhabited asteroid that can serve as a campaign base or busy port of call. Its history explains how a pirate refuge became a city with a prince, merchants and competing criminal powers. Prince Andru rules through his court and armed forces, while the underbarons exert influence outside official government. High City, Middle City and Low City offer different social environments rather than interchangeable shopping streets. The underside houses restricted military facilities and agricultural activity. Use the city to obtain transport, meet patrons and hear rumours without requiring every visit to become a fight.

    • Prince Andru and his court provide political contacts and sources of authority.
    • The underbarons make crime and unofficial influence part of everyday city life.
    • High City includes the palace and wealthy establishments; Middle City supports trade and civic activity.
    • Low City puts visitors near docks, taverns and transient crews, including the Happy Beholder.
    • The military controls access to the underside; historic enclaves preserve the identities of earlier settlers.

    On the siteDungeon Master guidance

  5. Boo's Astral Menagerie — Introduction: Creatures A to Zp. 4–7

    This bestiary supplies inhabitants and hazards for Wildspace and the Astral Sea. Its introduction explains how to interpret creature entries and adapt familiar creatures to astral adventures. Challenge ratings help compare threats but do not guarantee a fair fight in every shipboard situation. Separate encounter generators support Wildspace, the Astral Sea and encounters with other ships. Attitudes and circumstances can turn a creature sighting into trade, negotiation or discovery instead of automatic combat.

    • Use the challenge-rating index to find creatures appropriate to a planned encounter.
    • Check whether an astral variant needs different breathing or movement assumptions.
    • Ship encounters combine a vessel, a crew and a situation; decide what each wants before rolling initiative.

    On the siteDungeon Master guidance

  6. Boo's Astral Menagerie — Aartuksp. 8–9

    This section introduces militant plant communities organised around experienced elders. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. Multiple variants let the DM choose a suitable role and level of danger. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Aartuk Elder: mature battlefield leader.
    • Aartuk Priest: religious spellcaster.
    • Aartuk Warrior: mobile plant combatant.

    On the siteDungeon Master guidance

  7. Boo's Astral Menagerie — Astral Elvesp. 10–13

    This section introduces astral communities whose long lives support elaborate hierarchies. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. Multiple variants let the DM choose a suitable role and level of danger. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Astral Elf Aristocrat: highborn magical leader able to call a solar dragon.
    • Astral Elf Commander: officer directing elven troops.
    • Astral Elf Honor Guard: elite protector of important figures.
    • Astral Elf Star Priest: divine caster channelling stellar power.
    • Astral Elf Warrior: rank-and-file armed combatant.

    On the siteDungeon Master guidance

  8. Boo's Astral Menagerie — Autognomep. 14

    This section introduces independent mechanical people originally made by rock gnomes. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. The named creature has a distinctive role in spacefaring encounters. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Autognome: constructed traveller with built-in tools and mechanisms.

    On the siteDungeon Master guidance

  9. Boo's Astral Menagerie — Braxatp. 15

    This section introduces armoured predators capable of more than brute force. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. The named creature has a distinctive role in spacefaring encounters. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Braxat: large hunter combining psychic power with a dangerous breath weapon.

    On the siteDungeon Master guidanceWeapon

  10. Boo's Astral Menagerie — B’rohgp. 16

    This section introduces four-armed giants whose limited technology does not imply hostility. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. The named creature has a distinctive role in spacefaring encounters. Consider its motives and habitat before deciding whether the scene should become a battle.

    • B’rohg: powerful giant able to hurl rocks and fight with several arms.

    On the siteDungeon Master guidance

  11. Boo's Astral Menagerie — Chwingap. 17

    This section introduces tiny nature spirits adapted to travelling through space. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. The named creature has a distinctive role in spacefaring encounters. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Chwinga Astronaut: small elemental explorer associated with wandering rocks and kindori.

    On the siteDungeon Master guidance

  12. Boo's Astral Menagerie — Cosmic Horrorp. 18

    This section introduces immense alien intruders from the Far Realm. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. The named creature has a distinctive role in spacefaring encounters. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Cosmic Horror: ship-threatening aberration that terrifies creatures and overwhelms them physically.

    On the siteDungeon Master guidance

  13. Boo's Astral Menagerie — Dohwarp. 19

    This section introduces penguin-like merchants whose small stature conceals commercial ambition. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. The named creature has a distinctive role in spacefaring encounters. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Dohwar: telepathic trader suited to bargaining and unusual cargo plots.

    On the siteDungeon Master guidance

  14. Boo's Astral Menagerie — Estheticp. 20

    This section introduces living vessels linked to reigar creators. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. The named creature has a distinctive role in spacefaring encounters. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Esthetic: organic transport with protective powers and an intimate bond to its master.

    On the siteDungeon Master guidance

  15. Boo's Astral Menagerie — Eye Mongerp. 21

    This section introduces ambush predators resembling ordinary drifting stones. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. The named creature has a distinctive role in spacefaring encounters. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Eye Monger: rocklike creature whose engulfing mouth and antimagic interior threaten explorers.

    On the siteDungeon Master guidance

  16. Boo's Astral Menagerie — Feyrp. 22

    This section introduces nightmarish beings nourished by powerful emotions. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. The named creature has a distinctive role in spacefaring encounters. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Feyr: stealthy fear-feeder that manipulates a victim’s dreams.

    On the siteDungeon Master guidance

  17. Boo's Astral Menagerie — Gajp. 23

    This section introduces intelligent alien predators with invasive psychic abilities. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. The named creature has a distinctive role in spacefaring encounters. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Gaj: armoured aberration that probes minds and attacks at close quarters.

    On the siteDungeon Master guidance

  18. Boo's Astral Menagerie — Giffp. 24–25

    This section introduces hippopotamus-headed soldiers famous for firearms and military service. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. Multiple variants let the DM choose a suitable role and level of danger. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Giff Shipmate: armed crew member.
    • Giff Shock Trooper: heavily equipped assault soldier.
    • Giff Warlord: senior commander with substantial personal combat power.

    On the siteDungeon Master guidanceHippopotamus

  19. Boo's Astral Menagerie — Githyankip. 26–27

    This section introduces Astral travellers with a martial tradition and a history of opposing mind flayers. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. Multiple variants let the DM choose a suitable role and level of danger. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Githyanki Buccaneer: psionic space raider.
    • Githyanki Star Seer: warlock drawing on otherworldly insight.
    • Githyanki Xenomancer: specialist whose magic reflects alien studies.

    On the siteDungeon Master guidance

  20. Boo's Astral Menagerie — Hadozeesp. 28–29

    This section introduces agile sailors whose climbing and gliding suit the rigging of ships. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. Multiple variants let the DM choose a suitable role and level of danger. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Hadozee Explorer: experienced scout.
    • Hadozee Shipmate: practical member of a working crew.
    • Hadozee Warrior: armed defender adapted to mobile fighting.

    On the siteDungeon Master guidanceDefender

  21. Boo's Astral Menagerie — Jammer Leechp. 30

    This section introduces parasitic organisms that infest spelljamming vessels. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. The named creature has a distinctive role in spacefaring encounters. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Jammer Leech: hull-clinging parasite that interferes with a spelljammer through its helm.

    On the siteDungeon Master guidance

  22. Boo's Astral Menagerie — Kindorip. 31

    This section introduces enormous spacefaring mammals that can support smaller creatures around them. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. The named creature has a distinctive role in spacefaring encounters. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Kindori: whale-like traveller whose air envelope creates a mobile refuge.

    On the siteDungeon Master guidance

  23. Boo's Astral Menagerie — Lunar Dragonsp. 32–35

    This section introduces moon-dwelling dragons that guard desolate territory. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. Multiple variants let the DM choose a suitable role and level of danger. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Ancient Lunar Dragon: oldest and most formidable territorial moon hunter.
    • Adult Lunar Dragon: established lair-holder with regional influence.
    • Young Lunar Dragon: developing burrowing predator.
    • Lunar Dragon Wyrmling: smallest age category, still dangerous to unwary explorers.

    On the siteDungeon Master guidance

  24. Boo's Astral Menagerie — Megapedep. 36

    This section introduces gigantic many-legged predators. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. The named creature has a distinctive role in spacefaring encounters. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Megapede: enormous centipede that pursues prey and can swallow victims.

    On the siteDungeon Master guidance

  25. Boo's Astral Menagerie — Mercanep. 37

    This section introduces towering blue merchants dealing in rare magical transport. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. The named creature has a distinctive role in spacefaring encounters. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Mercane: telepathic trader with magic and contacts useful for acquiring a helm.

    On the siteDungeon Master guidance

  26. Boo's Astral Menagerie — Murder Cometp. 38

    This section introduces artificial elemental terrors driven by a murderous will. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. The named creature has a distinctive role in spacefaring encounters. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Murder Comet: blazing flying construct of elemental essences and a hostile caster’s spirit.

    On the siteDungeon Master guidance

  27. Boo's Astral Menagerie — Neh-thalggup. 39

    This section introduces brain-collecting aberrations whose trophies support their powers. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. The named creature has a distinctive role in spacefaring encounters. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Neh-thalggu: alien collector that gains magical capability through harvested brains.

    On the siteDungeon Master guidance

  28. Boo's Astral Menagerie — Neogip. 40–41

    This section introduces manipulative spiderlike raiders who enslave other beings. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. Multiple variants let the DM choose a suitable role and level of danger. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Neogi Hatchling Swarm: mass of young creatures attacking together.
    • Neogi Pirate: armed space raider with mind-controlling abilities.
    • Neogi Void Hunter: warlock variant with additional magical threats.

    On the siteDungeon Master guidance

  29. Boo's Astral Menagerie — Plasmoidsp. 42–43

    This section introduces intelligent shape-changing oozes with varied occupations. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. Multiple variants let the DM choose a suitable role and level of danger. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Plasmoid Boss: forceful leader of other plasmoids.
    • Plasmoid Explorer: adaptable scout able to exploit narrow routes.
    • Plasmoid Warrior: combat-ready ooze defending its companions.

    On the siteDungeon Master guidance

  30. Boo's Astral Menagerie — Psurlonsp. 44–46

    This section introduces wormlike psychic beings that infiltrate and prey on humanoid communities. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. Multiple variants let the DM choose a suitable role and level of danger. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Psurlon: telepathic predator using magic alongside physical attacks.
    • Psurlon Leader: more powerful organiser of a group.
    • Psurlon Ringer: infiltrator that passes among humanoids.

    On the siteDungeon Master guidance

  31. Boo's Astral Menagerie — Reigarp. 47

    This section introduces artistic shapeshifters whose creativity can become destructive. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. The named creature has a distinctive role in spacefaring encounters. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Reigar: magical artist travelling with an esthetic and using a talarith to create a duplicate.

    On the siteDungeon Master guidance

  32. Boo's Astral Menagerie — Scavversp. 48–49

    This section introduces flying sharklike scavengers attracted to ships and their air envelopes. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. Multiple variants let the DM choose a suitable role and level of danger. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Brown Scavver: smaller scavenger of shipboard refuse.
    • Gray Scavver: larger predatory relative.
    • Night Scavver: dark-hued hunter with a particularly dangerous bite.
    • Void Scavver: immense predator able to swallow large prey.

    On the siteDungeon Master guidance

  33. Boo's Astral Menagerie — Solar Dragonsp. 50–53

    This section introduces radiant dragons born within stars and active across space. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. Multiple variants let the DM choose a suitable role and level of danger. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Ancient Solar Dragon: great stellar dragon with overwhelming radiant power.
    • Adult Solar Dragon: mature territorial hunter.
    • Young Solar Dragon: younger roaming dragon.
    • Solar Dragon Wyrmling: newly emerged stellar dragon.

    On the siteDungeon Master guidance

  34. Boo's Astral Menagerie — Space Clownp. 54

    This section introduces corrupted entertainers associated with the worlds of Clownspace. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. The named creature has a distinctive role in spacefaring encounters. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Space Clown: demonic trickster whose comedy masks predatory violence.

    On the siteDungeon Master guidance

  35. Boo's Astral Menagerie — Space Eel and Space Guppyp. 55

    This section introduces small spacegoing animals with very different ecological roles. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. Multiple variants let the DM choose a suitable role and level of danger. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Space Eel: scavenging swimmer through space that feeds around ships.
    • Space Guppy: small, comparatively harmless creature that can become prey for much larger beasts.

    On the siteDungeon Master guidance

  36. Boo's Astral Menagerie — Space Hamstersp. 56

    This section introduces rodents ranging from pocket-sized companions to enormous herbivores. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. Multiple variants let the DM choose a suitable role and level of danger. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Giant Space Hamster: bear-sized plant-eater sometimes used by gnomes.
    • Space Hamster: tiny companion capable of surviving extraordinary environments.

    On the siteDungeon Master guidance

  37. Boo's Astral Menagerie — Space Mollymawk and Space Swinep. 57

    This section introduces familiar-looking animals adapted to life around spacegoing vessels. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. Multiple variants let the DM choose a suitable role and level of danger. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Space Mollymawk: seabird-like traveller moving between ship air envelopes.
    • Space Swine: winged piglike creature useful as a mount or companion.

    On the siteDungeon Master guidance

  38. Boo's Astral Menagerie — Ssurranp. 58

    This section introduces lizardfolk adapted to arid worlds and space travel. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. Multiple variants let the DM choose a suitable role and level of danger. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Ssurran Defiler: caster who exploits surrounding life to fuel destructive power.
    • Ssurran Poisoner: specialist using venom against enemies.

    On the siteDungeon Master guidanceLizardfolk

  39. Boo's Astral Menagerie — Starlight Apparitionp. 59

    This section introduces luminous remnants of travellers who died far from home. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. The named creature has a distinctive role in spacefaring encounters. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Starlight Apparition: benevolent celestial spirit that can guide and encourage adventurers.

    On the siteDungeon Master guidance

  40. Boo's Astral Menagerie — Thri-kreenp. 60–61

    This section introduces insectile hunters and warriors with four arms and telepathic communication. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. Multiple variants let the DM choose a suitable role and level of danger. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Thri-kreen Gladiator: arena-trained martial specialist.
    • Thri-kreen Hunter: ranged tracker and ambusher.
    • Thri-kreen Mystic: psychically gifted member of a hunting community.

    On the siteDungeon Master guidance

  41. Boo's Astral Menagerie — Vampiratesp. 62–63

    This section introduces undead space pirates who consume life energy rather than ordinary supplies. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. Multiple variants let the DM choose a suitable role and level of danger. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Vampirate: undead raider whose feeding drains vitality.
    • Vampirate Captain: leader whose temperament shapes an entire crew.
    • Vampirate Mage: undead spellcaster supporting a pirate ship.

    On the siteDungeon Master guidance

  42. Boo's Astral Menagerie — Zodarp. 64

    This section introduces enigmatic armoured beings with immense physical and magical potential. Its creature entries distinguish appearance and behaviour from the combat rules a DM needs at the table. The named creature has a distinctive role in spacefaring encounters. Consider its motives and habitat before deciding whether the scene should become a battle.

    • Zodar: nearly silent entity capable of extraordinary strength and a singular wish.

    On the siteDungeon Master guidance

  43. Light of Xaryxis — Introduction: Wildspace Awaits!DM onlyp. 4–7

    Spoilers for players — the Dungeon Master’s eyes only.

    This adventure begins with a disaster on the characters’ home world and expands into a voyage against the Xaryxian Empire. Astral seeds grow into crystalline vines that drain a world to sustain the star Xaryxis. The campaign is arranged as twelve cliffhanger-driven chapters in four parts and takes characters from 5th to 8th level. Its guidance covers advancement, starting circumstances and keeping the heroes central even when powerful allies travel with them. The DM should read the full adventure before play because early claims about the vines and imperial politics are not the whole truth.

    • Part 1, Seeds of Destruction, launches the escape and first voyage.
    • Part 2, Terrors of the Void, introduces Bral, allies and the search for practical help.
    • Part 3, Chaos in Doomspace, develops coalition-building and imperial intrigue.
    • Part 4, Saviors of the Multiverse, brings the fleet to Xaryxispace.
    • Use milestone advancement and prepare recurring allies without letting them solve every problem.

    On the siteDungeon Master guidance

  44. Light of Xaryxis — Chapter 1: Astral RainDM onlyp. 9–11

    Spoilers for players — the Dungeon Master’s eyes only.

    The characters witness crystalline growths tearing through a coastal settlement. Astral blights and collapsing streets make evacuation more urgent than defeating every creature. Captain Elaina Sartell offers escape aboard the Moondancer, but the docks have their own conflicts. The opening establishes a personal reason to investigate the disaster instead of presenting space travel as tourism.

    • Astral blights emerge around the spreading crystalline vine.
    • Street emergencies let characters protect civilians as well as fight.
    • The Moondancer gives the party a route off the threatened world.

    On the siteDungeon Master guidance

  45. Light of Xaryxis — Chapter 2: Attack of the Star MothDM onlyp. 12–15

    Spoilers for players — the Dungeon Master’s eyes only.

    Aboard the Moondancer, the party learns the basics of travelling away from its home world. Captain Sartell and the ship’s crew become the first recurring spacefaring contacts. An astral elf star moth intercepts the vessel, connecting the disaster to an organised enemy. The chapter supports different outcomes rather than assuming the heroes necessarily win a ship battle.

    • The Dark Star and its commander Vael introduce imperial military power.
    • Traevus can take control if circumstances turn against Sartell.
    • The voyage aims towards the Rock of Bral, with another unusual vessel encountered en route.

    On the siteDungeon Master guidance

  46. Light of Xaryxis — Chapter 3: Treacherous SalvageDM onlyp. 16–19

    Spoilers for players — the Dungeon Master’s eyes only.

    The derelict nautiloid Lucent Edict offers a dangerous chance to investigate an apparently abandoned ship. Its compartments mix salvage, evidence of violence and surviving creatures whose accounts deserve scrutiny. A neh-thalggu and disguised psurlons complicate any simple rescue mission. The chapter ends by adding an approaching neogi threat to the party’s existing difficulties.

    • Explore the Lucent Edict room by room rather than assuming it is empty.
    • Jaspar and Benoto provide conflicting perspectives on the wreck.
    • A neogi nightspider turns the salvage operation into another urgent escape.

    On the siteDungeon Master guidance

  47. Light of Xaryxis — Chapter 4: A Friend IndeedDM onlyp. 21–25

    Spoilers for players — the Dungeon Master’s eyes only.

    The aftermath of the neogi encounter brings the characters towards the Rock of Bral. Here they can find Commodore Krux, a giff veteran with reasons to oppose the Xaryxian Empire. His ship, the Second Wind, provides a new base and introduces Mister Flinch. Leaving port is not safe merely because the party has reached a city: imperial agents and the reigar Hastain remain active.

    • Meet Krux at the Happy Beholder and establish why he will help.
    • Introduce the Second Wind and Flinch as practical travelling companions.
    • Hastain attacks through his esthetic, turning departure into a major confrontation.

    On the siteDungeon Master guidanceVeteran

  48. Light of Xaryxis — Chapter 5: Living on the EdgeDM onlyp. 26–31

    Spoilers for players — the Dungeon Master’s eyes only.

    The heroes seek Topolah, a wizard living in an unusual tower near the edge of Wildspace. Her Wildspace orrery offers the navigational help the expedition needs. Obtaining her assistance leads to a confrontation with Big Momma, a void scavver haunting the area. Topolah also points the party towards Grimzod Gargenhale, whose pirate connections may turn a desperate voyage into an alliance.

    • Kindori can provide an improvised means of travel if the party lacks its ship.
    • Explore Topolah’s tower and meet its mechanical helpers.
    • Fight or otherwise resolve the threat of Big Momma before pursuing Gargenhale.

    On the siteDungeon Master guidance

  49. Light of Xaryxis — Chapter 6: A Grave AllianceDM onlyp. 32–35

    Spoilers for players — the Dungeon Master’s eyes only.

    Grimzod Gargenhale’s Last Breath introduces the party to undead pirates with their own grievances against the empire. Negotiation is complicated by a mutiny within the crew. The characters must decide whom to support while preserving access to badly needed allies and transport. A discovery involving Princess Xedalli changes the political possibilities of the expedition.

    • The Last Breath is a space galleon crewed by vampirates.
    • Gargenhale’s circumstances make his leadership more complicated than it first appears.
    • The mutiny and Xedalli’s arrival set up the next stage of the voyage.

    On the siteDungeon Master guidance

  50. Light of Xaryxis — Chapter 7: Trust IssuesDM onlyp. 37–41

    Spoilers for players — the Dungeon Master’s eyes only.

    Princess Xedalli offers information and a potential alliance against her brother Xeleth. Krux’s history with the empire makes trust difficult, and the party must decide how much to rely on its new passenger. The expedition crosses the Astral Sea to Doomspace in search of a coalition. At Aruun, the characters look for Warwyck Blastimoff and encounter immediate local dangers.

    • Xedalli presents herself as an alternative to Xeleth’s rule.
    • Krux’s past defeat gives the DM a personal conflict to develop.
    • Doomspace includes a ruined sun, the Eye of Doom, and threatened worlds and moons.
    • Aartuks and a bulette complicate the search on Aruun.

    On the siteDungeon Master guidanceBulette

  51. Light of Xaryxis — Chapter 8: Arena of BloodDM onlyp. 42–47

    Spoilers for players — the Dungeon Master’s eyes only.

    The supposed coalition is not waiting as a ready-made army. Warwyck directs the characters to Vocath, a mercane whose influence offers a way to unite local factions. Vocath demands public arena entertainment as the price of assistance. Successive monster encounters test the party before Prince Xeleth arrives to impose imperial demands.

    • Vocath’s base combines docks, faction crews and an arena.
    • Thrasher and Gnasher are b’rohgs used in the opening arena match.
    • A misplaced space guppy precedes Queen Gorma, the megapede.
    • Xeleth arrives riding a solar dragon, abruptly changing the stakes.

    On the siteDungeon Master guidance

  52. Light of Xaryxis — Chapter 9: Discord and DiplomacyDM onlyp. 48–51

    Spoilers for players — the Dungeon Master’s eyes only.

    Xeleth’s demands threaten both Princess Xedalli and the coalition project. The party can navigate the confrontation through negotiation and the princess’s ring rather than relying only on combat. Afterwards, representatives of Doomspace’s factions must be persuaded individually to contribute ships. Their different concerns make gifts, credibility and existing relationships more important than a single generic speech.

    • Xedalli’s ring can serve as supposed evidence of her death.
    • Recruit aarakocra, aartuk, human, ssurran and thri-kreen representatives.
    • Dakaer, Rika and Takana are among the figures whose attitudes matter.
    • Enough faction support encourages Vocath to bring in additional help.

    On the siteDungeon Master guidance

  53. Light of Xaryxis — Chapter 10: Space InvadersDM onlyp. 53–57

    Spoilers for players — the Dungeon Master’s eyes only.

    With a coalition assembled, the expedition heads for Xaryxispace. A red dragon and its githyanki rider Dagaz present an encounter that can be resolved without automatically treating them as enemies. The imperial citadel is defended by an armada and solar dragons, making a direct assault far more dangerous than the heroes might expect. The chapter also explains the system and the citadel’s magical infrastructure for the coming finale.

    • Dagaz is a knight of Tu’narath with a particular interest in mind flayers.
    • Commander Vael’s flagship is one focus within the larger battle.
    • Seven young solar dragons reinforce the citadel’s defences.
    • The citadel’s Great Orrery and linked spelljamming helms support its movement.

    On the siteDungeon Master guidance

  54. Light of Xaryxis — Chapter 11: Crowning MomentDM onlyp. 58–61

    Spoilers for players — the Dungeon Master’s eyes only.

    Arrival at the citadel turns the campaign from fleet warfare to imperial succession. The Temple of Light gathers the rival heirs and places Xedalli’s earlier promises under severe scrutiny. Possession of the royal ring matters to the legitimacy of her claim. A trial by combat and the Astral Font bring the characters into direct contact with the empire’s ceremonial and stellar power.

    • Corelleth escorts the arrivals towards the Temple of Light.
    • Xedalli is not the dependable reforming ally she claimed to be.
    • Andavier oversees the succession proceedings.
    • The Astral Font connects the temple to Xaryxis, and a zodar remains central to the finale.

    On the siteDungeon Master guidance

  55. Light of Xaryxis — Chapter 12: Light of XaryxisDM onlyp. 62–64

    Spoilers for players — the Dungeon Master’s eyes only.

    The zodar reveals that destroying Xaryxis can end the vines’ assault on the characters’ home world. This solution also threatens everyone remaining in the imperial system, forcing a choice with consequences beyond defeating a villain. Delivering a royal ring into the star appears to demand a final sacrifice, while allies disagree over revenge and mercy. The conclusion resolves the fate of the home world and offers routes into further adventures.

    • The zodar’s last intervention enables the heroes to act on the truth about the star.
    • A royal ring of shooting stars is the crucial instrument for destroying Xaryxis.
    • Consider evacuation and the positions of Krux, Gargenhale and other companions.
    • Describe different homecoming consequences depending on whether Xaryxis survives.

    On the siteDungeon Master guidanceRing Of Shooting Stars