Displacer Beasts in Dungeons and Dragons first appeared in the Greyhawk Supplement in 1975. They have been in the monster manual for every edition since that time. They are a favorite creature of my own dungeons. Many dungeon masters over the years have loved these wonderful creatures.
The inspiration for this monster is a science fiction story from 1939 named “Black Destroyer” written by A.E. Van Vogt. This story was later incorporated into a novel by the same author in 1950 entitled “The Voyage of the Space Beagle.”
What is a Displacer Beast?
The Displacer Beast in Dungeons and Dragons has been described as a black panther (or puma) like beast that always appears about three feet away from where it really is. From their shoulders tentacles extend which are covered in thorns. The Displacer Beast has six legs. Sometimes the creature is found to be more bluish in color than black.
These creatures hate all other forms of life. Which makes them wonderful guardians in a dungeon setting. As they have few friends it is likely that anyone coming into an area in a dungeon that you want protected will be attacked on sight by these beasts. Yet they never fight among themselves. So why use one Displacer Bbeast as a guardian when you can use five? Or ten? These lovelies are so intent on killing that they have been known to sharpen the thorns on their tentacles on cave floors and dungeon tiles.
The Displacer Beast in dungeons and dragons is very hard to hit. They have a natural ability to “displace.” Displacement is a form of illusion in which the creature is actually a few feet away from where they appear to be. They are the natural enemy to the blink dog which has similar displacement ability.
The hide of a Displacer Beast is much sought after. The creature has magical properties and so does it’s hide. Alchemists seek it for potential potions. Wizards seek them for producing cloaks of displacement as well as potential spell components. Some thieves have been known to use the eyes of this creature as a good luck charm.
How does the Displacer Beast appear where it is not?
According to an article in issue 109 of the Dragon entitled The Ecology of the Displacer Beast the creature uses subtle molecular vibrations emitted from it’s flesh to refract light which distorts the beast’s true location. It appears that the creatures have specialized nerves in the outer flesh that allow this ability. It is unknown if the creature does this consciously.
Most initial attacks against the creature will miss as a result of this ability. This displacement ability makes the Displacer Beast highly resistant to magic, poison and even dragon’s breath. Their ability to dodge attack forms make them a deadly creature indeed.
Where does the Displacer Beast live?
Generally these creatures tend to be rather reclusive. While they do enjoy torturing and killing their prey they generally prefer places which are not highly populated. Deep wilderness, forests, mountains, hills and even the deep desert are favored places of this creature. Even swamps have been known to be inhabited by Displacer Beasts. In general all of these places tend to be away from civilization and thus are likely places to find one of these creatures. And of course…you will find them in dungeons. They are a favored guardian for treasure troves and other areas of dungeons that should be kept secure from the prying eyes of delvers.
The origins of the Displacer Beast in Dungeons and Dragons
Certain sages have speculated that the origins of this creature may not be natural. Given this almost magical ability some believe that the Displacer Beast may have been bred specifically for this ability by some evil wizard. It seems rather odd that as hostile as the Displacer Beast is to other creatures that none of them have ever been known to harm another of it’s kind. This makes sages highly suspicious that these creatures have been specifically bred for the purpose of being dungeon guardians.
The Lair of a Displacer Beast in Dungeons and Dragons
When found in the wild they tend to live in caves. Only two adult Displacer Beasts will be found in such a lair. The litter of two Displacers can be as many as four cubs. But the birth rate for Displacer beasts tends to be rather low. One or two cubs is the typical litter. Cubs are born with a full set of teeth and are immediately able to eat meat. Displacer cubs are born with their eyes open. The newborn kittens have no tentacles yet. These tentacles grow over the course of eight weeks at a rate of about an inch a day. The cubs are ready to leave the lair in only four months.
The Displacer Beast hunts like a cat
These creatures are distantly related to true cats. And they hunt in similar ways. However as these creatures are far more powerful than their distant cousins they feel confident to hunt much more dangerous game than any normal cat would. The can move silently like a panther. And strike very quickly. And they often hunt in a pack. They can move with great speed when necessary and can leap great distances. Displacer Beasts have been known to leap up to twenty feet in the air and as far as twenty five feet horizontally from standing. While running they have been known to jump almost double that distance.
The Displacer Beast hates the Blink Dog more than any other creatures
Why does the Displacer Beast hate Blink Dogs more than any other creature? Is it that the Blink Dog can also use a similar ability to displace? Do they see this ability as some kind of mockery of their own? There certainly is no territorial dispute between the two as the Blink Dog tends to prefer open plains to the places where Displacer Beasts thrive. Some sages have suggested that because the Displacer Beast is related to cats perhaps this is why they hate the canine related Blink Dog.
But according the article referred to earlier in the Dragon there may be another more likely reason. Apparently the blinking abilities of these creatures tends to interfere with the displacement ability in the other. In fact it seems to interfere with the nervous system of the Displacer Beast and possibly with their mental processes as well. These two creatures seem to have the innate ability to sense the other even from a distance. Even if neither creature is using it’s ability they seem to be able to sense the presence of the other. These two seem to be natural enemies. The presence of the other seems to invoke a fight or flight response. Blink Dogs, even as good natured as they are, have been known to attack anyone wearing a cloak of displacement on sight.
The Displacer Beast in Dungeons and Dragons is one of the most recognizable creatures from the game
Almost anyone who has played Dungeons and Dragons knows this creature and their abilities. It is an iconic creature which is specific to the game of Dungeons and Dragons. It is such an unusual creature that it is often greatly feared by adventurers. One encountering one, or a pack, of these beasts would be well advised to use great caution in engaging it in combat.
Other Monster Articles
If you enjoyed this article then you may enjoy some of my other articles in this series. These articles include:
The Illusionist in Dungeons and Dragons began with an article in the Strategic Review in the winter of 1975. Specifically it was discussed in Volume One, Number Four. The Illusionist was considered a sub-class of the magic user. The Illusionist class came with very limited magic items in which they could use. But they had their own new unique spells with the potential to be more dangerous than any of the other classes.
As the Illusionist was considered to be more of a trickster than a wizard they were required to have both Dexterity and Intelligence as their primary statistics.
Articles in the Dragon later elaborated on the class. These articles provided new spells, features, level information and also discussed the topic of illusion magic in general. Illusions provide a far different element to the responsibilities of the dungeon master. For some sort of determination of whether the illusions are effective is required. And not all of these rules are crystal clear for the dungeon master. Many a decision will need to be made on the fly as to what exactly can be created and what cannot.
Illusionists in Dungeons and Dragons 1st Edition
Advanced Dungeons and Dragons made the Illusionist class one of the core classes that one could choose. The class had it’s own spell table which was a mixture of magic user spells with illusion elements to them and new spells which were specific to the Illusionist class. The requisite statistics were changed slightly. A 16 dexterity was required along with a 15 intelligence.
Like the earlier version of the Illusionist few magic items seemed to be available to the Illusionist. It was never made entirely clear whether the Illusionist could use items that other magic users could use. Advanced Dungeons and Dragons rules also specified which races could play the Illusionist class. The Gnome was the only non-human race that was allowed to play an Illusionist.
The Illusionist class had some incredibly powerful spells. But it also lacked many of the best direct damage type spells that a magic user could use at higher levels. But their ability to make others believe the reality of illusions was their most powerful ability.
Illusionists in Dungeons and Dragons 2nd Edition
In 2nd edition Advanced Dungeons and Dragons the Illusionist was treated as a specialist class of magic user. Like 1st edition only a human or a gnome could play this class. The prime requisites were changed again. Dexterity was left at 16 but intelligence required was lowered to 9. Apparently it was an attempt to classify the Illusionist as more of a sleight of hand expert than a wizard.
The Complete Wizard Handbook further modified the Illusionist class for 2nd edition. It provided new class options.
Illusionists in Dungeons and Dragons 3rd Edition
In third edition the Illusionist is but one of the schools of magic that a wizard can study. There are certain schools of magic that the Illusionist in unable to learn spells from after choosing this field of study.
Illusionists in Dungeons and Dragons 4th Edition
In fourth edition the Illusionist is a sub-class of the mage. Mages can study from several different schools of magic but select one as their primary school. An Illusionist mage could have certain specific abilities that improved their ability to use illusions to their benefit.
Illusionists in Dungeons and Dragons 5th Edition
In fifth edition the Illusionist is but one choice for a wizard character to specialize in. All 5E wizards specialize after the 2nd level. Like all character classes in 5E the Illusionist specialist gains specific illusion abilities at different set levels as they progress.
Phantasmal Force (s)
In the beginning……
Phantasmal forces was the original “illusion” spell in Dungeons and Dragons. It was the basic spell that all other illusionary spells derived from. In original Dungeons and Dragons it was called Phantasmal Force(s). As in plural. Later in 1st Edition AD&D it was changed slightly to be called Phantasmal Force. Later editions continued the 1st edition version.
This new spell allows the caster to create an illusion depicting “any object, or creature, or force.” This is a rather open ended statement. What is a force? How does one depict one? And does this mean one single “object, creature or force” or could it include more than one? None of these things are really made clear in the rules. Not even in later editions.
And another problem arises. When you read the descriptions in the various monster manuals (regardless of edition)….certain phrasing about creatures using illusions becomes apparent. Often it will state that a creature has the ability to create an illusion. Yet none of these descriptions ever state what spell that they are using. They give no indication as to the relative power or level of the spell used to create it. Are they using Phantasmal force to create these illusions? Or some other spell? One article that came out in the Dragon (Volume V, Number5) suggests that these monster illusions are the equivalent of phantasmal force with audible glamer because the wand of illusion introduced in 1st edition included these elements. This article is entitled Now you see it…but is it really there? Shedding light on illusions in AD&D by Philip Meyers. Obviously it was written with AD&D in mind but many of the concepts apply to illusions in other editions.
Belief is the Key
Regardless of the spell used to create an illusion one important element determines whether the creature (or character) are fooled by it. This element is belief. Or rather….disbelief. If one chooses to disbelieve that the illusion is real then they make a saving throw to determine if they successfully disbelieve it. Certain things might cause a creature or person to decide that something is wrong with what they are seeing or experiencing. Some possibilities that might suggest an illusion:
The parties know that they are facing an illusionist
What they are seeing or experiencing violates the viewer’s known experiences. Some examples might be seeing a dragon turtle on dry land, a salamander walking in a frozen wasteland or a dragon sitting in a tiny room.
Something appears in a place where it was not previously just a few minutes before. The article gives the example of a pit appearing where one was not just a few minutes before
Some situations are not impossible but are at least suspicious enough to create a little doubt. A monster appearing out of thin air is possible in the Dungeons and Dragons world. Monster summoning spells can bring this result. But it is also possible that a creature appearing so suddenly may be the result of an Illusion.
Obviously things one expects to find are going to be much more believable than things one does not expect. Adventurers finding a pit trap in a dungeon, for example, is something ordinary and expected. Finding an army of 10000 orcs facing you in the first room would not be expected (or likely believed).
Further Examination of Belief
Let’s examine belief a little further. Clearly if an illusion is not believed then it is not going to be effective. But what makes a person, or being, believe an illusion? Some things to consider would include:
Does the target have the ability to even see anything? If the target has no eyes then how could they visually see the image and be affected by it?
Does the target have the intelligence to understand, and perhaps fear, the image that is being represented by the illusion? A carrion crawler seeing a fireball coming at it might have no real understanding that a fireball could kill it. So why would it be concerned about the image of one coming at it?
Does the illusion match what the target expects the image to look like? If one casts an image of a red dragon, without ever having seen a red dragon before, then will the illusion of one look correct to the target viewing it? If the dragon does not look like a dragon should look like….the target will naturally tend to disbelieve it.
Does the illusion SOUND like what the target expects it to? Phantasmal force, alone, produces no sounds. Other, higher level, illusionist spells do have audio and olfactory elements to them. Without those elements will the illusion be believable to the target? One could cast an audible glamer and then a phantasmal force to give it sound effects but this would require two spells rather than one.
Personal experiences of the illusionist should play an important part of whether the image looks correct. One who has never seen a red dragon before is going to have a hard time making an illusion of one look right. One who has never seen a fireball before is going to have trouble making an illusion of one that is believable.
Would the reality being represented by the image actually fit in the space where the illusion is cast? If the illusionist casts the image of an ancient red dragon in a room that is ten foot by ten foot would this be believable to anyone who sees it?
Ultimately if an illusion is disbelieved by a target that makes it’s saving throw then perhaps one of these reasons is the culprit. For someone to disbelieve an illusion there must be some differences in the illusion and the reality it is attempting to copy. These differences are what create the doubt that leads to total disbelief.
If a person touches, or strikes, an illusion and it does not react appropriately for such contact this also would cause one to disbelieve the reality of it. If an illusionist is still in control of the illusion then they could make the illusion react appropriately. But a programmed illusion or one that is continuing without illusionist control is going to be exposed when contact does not cause an appropriate reaction from the image.
Is Phantasmal Force Too Powerful?
One basic problem with the phantasmal force (or forces) spells is that they are incredibly powerful and yet can be achieved very early in the career of an illusionist. An example given by the article mentioned is that a hill giant meets a 1st level illusionist and his party in a dungeon. This illusionist casts a phantasmal force spell and creates the image of a massive pit which the hill giant steps into and fails his saving throw. The giant dies. There is virtually no other possible way for a 1st level party to kill such a creature (short of incredible luck). Yet this spell, potentially, gives the illusionist a way to even at the earliest levels.
The spell allows the illusionist to cause damage to a creature that believes that the damage is real. The illusionist could easily have fooled the creature into falling off of a cliff or into walking straight into a blade storm or other hazard. Belief is the key. Or lack of belief.
Now in fifth edition phantasmal force is a second level spell. But the problem still remains. The spell is incredibly powerful. Obviously the way that a dungeon master adjudicates such illusions will make a significant impact on their power.
Certain Illusion Spells Related to Phantasmal Force
If we accept the proposition that all “illusionary spells” are derived from phantasmal force(s) then one might want to examine some of these derivative spells.
Improved Phantasmal Force – This spell was created for 1st edition and no longer seems to exist in 5th edition. This spell allows the illusionist to create an illusion and then no longer concentrate on it while it continues for a couple of rounds after the illusionist has moved on to other things. It also has limited sounds effects.
Spectral Force – This spell is also a 1st edition addition which does not seem to have a 5th edition equivalent. Sound, smell and thermal illusions are now included.
Phantasmal Killer – Both 1st and 5th edition (and presumably all those in between) seem to include this spell. The effects of this spell are such that the viewer sees something to terrifying that they might just die on the spot. In fifth edition, however, the target would take 4D10 psychic damage rather than instantly dying.
Permanent Illusion – This spell was a 1st edition addition and does not seem to exist in 5th. This spell is the equivalent of casting a spectral force and then no longer having to concentrate on it for it to continue. It is a fire and forget spell.
Programmed Illusion – Both 1st and 5th include this spell. This spell allows the illusionist to create an illusion that will last for a certain amount of time and will be triggered by some condition or command.
Causing Damage With Illusionary Magic
Say, for example, the illusionist casts an illusionary fireball at a target. The target fails it’s saving throw and takes damage from the attack it believes is successful. What damage should be rolled? Can a 1st level illusionist throw a 20th level fireball via a phantasmal force spell? This question was never really answered in the core books for Dungeons and Dragons but an article in the Dragon from February of 1988 discussed this subject and gave a logical answer to it. The article is entitled Hold on to your illusions! Keeping illusions (and illusionists) in balance.
A 1st level illusionist throwing an illusionary fireball would operate at the actual level of the spell caster. So a 1st level illusionist would be throwing a fireball at 1st level and would therefore do one dice of damage. One important point should be made, however, about illusions doing magical damage in this manner. An illusion can be repeated from round to round allowing the illusionist to keep throwing these illusionary fireballs. But this process is self limiting. The article goes on to suggest that an intelligent victim is going to keep getting a disbelief saving throw each round and sooner of later is going to make a save. It also goes on to mention that an illusionist can only imitate one single type of magical spell with an illusion. He must cast a second, different, illusion in order to imitate some other kind of effect.
How many images or beings can be created by one illusion?
How many different creatures could an illusionist create with one illusion? Can a 1st level illusionist cast a phantasmal force and create an army of 10,000 orcs to fight for him? The Hold on you your illusions article discusses this as well. The answer is, of course, if it is believable. But there lies the rub. For the illusionist must control each and every one of the creatures that he has created. The limiting factor then is the number of levels of the illusionist. The article suggests that the illusionist can control (in a believable fashion) a number of hit dice equal to his or her own. Anything more than that is going to be progressively less believable. And therefore his targets are automatically going to see something that makes them disbelieve it. This chance to disbelieve will be for each round of combat. This is because as the illusion goes on it will become even more unbelievable to the target as they continue spotting things that cause them to doubt it’s reality.
If one disbelieves an illusion….can they help others in the party do the same?
If one can communicate this disbelief to others in the group in a timely manner then yes. Obviously if an illusionary fireball is about to hit the party there will be insufficient time to communicate that it is a fake. But perhaps before the second one is fired one could do so. But if the group comes upon the illusion of a sleeping ancient red dragon in a cave then certainly one would have the opportunity to warn the others that this image is not real.
Can one heal with an illusion?
Several articles have discussed this issue. And the answer is no. Not in reality anyway. While the person receiving the illusionary healing might believe that they are feeling better they might still be bleeding out and dying. But if one has received illusionary damage from say a fireball illusion then surely they can be healed by an illusion of healing. But only to the extent of the illusionary damage. Physical damage still requires physical healing.
Bigger is not always better
The key to success….and even survival….as an illusionist is to fool one’s enemies. Casting an image of a red dragon might be more terrifying than an image of an angry gnoll but if the gnoll is believed and the red dragon is not….then which one is the better illusion? Which one is more effective? A bigger image is more likely to be flawed than a smaller one.
Ultimately illusions require the DM to make decisions they may not be totally comfortable with
The dungeon master must make some determinations when an illusion is used in the game. The dungeon master must decide if the image is believable or if it is somewhat believable or if it is not believable at all. The dungeon master may need to decide if the target will have a chance to disbelieve the illusion and if the saving throw should have bonuses modifying the roll. The articles in the Dragon give lots of suggestions on how to modify these rolls but each method suggested is different than the next.
Who should make the saving throws for disbelief of an illusion?
Clearly there are going to be times that the DM will not want to know that something that the party is seeing is just an illusion. In these instances it must be the DM making the rolls secretly or the gig will be up. But if a player states his or her intent to disbelieve something then they might be allowed to make the roll.
How long does an illusion last after the illusionist stops concentrating on it?
In Advanced Dungeons and Dragons it lasted 3 more rounds. This gives an illusionist a distinct advantage over his or her enemies as they can cast the spell and then run away potentially. In 5th edition the duration is one minute after concentration has ended.
Illusionists in Dungeons and Dragons
When played properly this class can be an extremely powerful one. When a dungeon master does not play the illusion correctly then the NPCs and monsters will be at a severe disadvantage or the player illusionist will be. Ultimately if an illusionist is involved in your campaign you must give serious consideration to the illusions that are being cast and their effects on the other parties. You will have to decide how you are going to modify any potential saving throws should things come to that. And most of all…..you and your players need to have fun in the process.
Other Class Articles
If you enjoyed this article then perhaps you may enjoy some of the others in this series:
Most people who play the game know a little of the history of Dungeons and Dragons. It was derived from a set of miniatures rules created by Gary Gygax and Jeff Perren called Chain Mail. The rules of Chain Mail were derived from an earlier work called Siege of Bodenburg. Gary Gygax watched this game being played at the first Gen Con and was impressed with it.
Warfare has always been an element of Dungeons and Dragons from the very beginning. The rules were not originally designed for role playing. They were designed for combat between miniatures on a table top battlefield. Later these rules from Chain Mail were incorporated by Dave Arneson into his Blackmoor campaign. From this point on the game became something new. It became a game where people ran individual characters with special skills as opposed to controlling formations of troops which had been the staple of traditional war gaming up to that point.
Warfare in Dungeons and Dragons Today
But warfare in Dungeons and Dragons is still an element in many campaigns. Wars are often the backdrop to many dungeon master’s campaigns. Sometimes the actions of the heroic players are the catalyst to preventing such a war. Or perhaps they will give the realm the edge to survive it or even win.
There is little question that Tolkien and Lord of the Rings played a part in the development of the ideas for Dungeons and Dragons. Elves, dwarves and wizards are the main components of the Lord of the Rings story. And warfare was a key element in that story as well.
Today many campaigns include a war, or a coming war, as a primary story element. But few dungeons masters know how to actually implement large scale fighting into their campaign. It would be tedious to roll a few thousand D20 to play out all of the individual combat sequences that could potentially take place in a mass scale battle. It would be boring to play out every siege or every major clash between armies. Fortunately one does not have to. There are some rule sets for conducting major battles out there. And some of them are still available for sale.
Possible Ways to Incorporate Warfare In Dungeons and Dragons
There are so many possible warfare related themes that could be incorporated into a Dungeons and Dragons campaign that one article like this could hardly scratch the surface of the subject. But below is a list of some possible fantasy wars that could take place as part of a campaign or as the backdrop to one:
Wars between the gods
Wars between devils or demons and the forces of good
Wars between various humanoid races and the forces of human (or demi-human) kingdoms (Lord of the Rings)
Wars between wizards and their minions
Wars between two kingdoms in a fantasy world
Raiders from the sea (vikings)
Barbarian raiders from the frozen lands to the north
The Drow invading the surface kingdoms of their elvish brothers and sisters
War between the Githzerai and the Githyankee
Wars between the Gith and the Illithids
Wars between denizens of different planes
Dragon wars
Various monstrous races defending their home lands from other invading species. For example humans building a castle near a swamp might invoke a response from the lizard men who live there already.
Proxy wars (gods, devils and demons might prefer to use others to do their work for them)
Sahuagin raiders from the sea attacking a coastal city
As you can see there are many possibilities for warfare to be used in the game of Dungeons and Dragons. However the actual fighting of the war need not be the main thrust of the campaign. Below are some possibilities for such adventures.
Espionage in Dungeons and Dragons
The assassin class in 1st Edition Dungeons and Dragons was also intended to be used for spying as well as killing. An adventure in a campaign could easily call for the adventurers to conduct surveillance, do a spy mission or even do sabotage to some other group that intends to wage war or that intends to defend themselves. Use of an assassin for spy missions was never a common way to play the game but it easily could be.
Rescuing Someone Important to Avoid a War
Rescuing others in order to prevent some war could easily fit into a fantasy campaign. A kidnapped king, queen, princess or noble could easily lead to a war. The adventurers might be called upon to rescue them and bring them home to avoid hostilities beginning. Or perhaps this king would lead the army to victory if he could only be saved from the clutches of the enemy.
Gaining Possession of Some Artifact
Perhaps the war could be won, or even avoided, if the kingdom were to gain possession of some ancient relic or artifact of immense power. Perhaps even the sight of this artifact might weaken the desire of the enemy to fight. A sword of power, a skull from some long dead king, a crown with powerful historical significance and magical power…..any of these might be the source of a great adventure and might be used to advantage in or for prevention of some war.
Destroying Some Villain Before the War Begins
Alas, this, was the theme of my own campaign. For those of you familiar was the Mountain of Fire Campaign in Zanzia you may know some of the story. I was the oldest Lich in the history of Zanzia. Before I became a Lich I had been the seer of the king of Zanzia. I decided to take the crown for myself but was thwarted in my attempt. I brought a massive army of humanoids and undead and sacked the city of Onm. Onm was the capital of Zanzia back then. I burnt it to the ground and killed the royal fools who defied me.
Unfortunately, my army was crushed by the Zanzian army led by an old friend of mine. Antovinious was the greatest paladin in Zanzia and he led the army which broke my siege. My army was ultimately crushed at the blood river. And I was imprisoned in an active volcano for a hundred years. But I escaped. The magical seals that kept me imprisoned were broken. And I was free again.
I began rebuilding my army. And I would have succeeded. But meddling adventurers invaded my home and killed my allies. But they failed to destroy my phylactery. And I again began rebuilding my army. But again meddling adventurers prevented my rise to power. But I shall rise again one day soon and take the kingdom for myself!
Warfare in Dungeons and Dragons Can Be Useful to a Dungeon Master
Regardless of how you use it, warfare, can be a useful tool in a campaign. You do not actually have to play out the big battles if you do not want to. But you might want to at some point. If this is the case then you can use one of the products I mentioned earlier or design your own set of rules for the process. Either method is perfectly acceptable. Ultimately the important thing is whether you and your players enjoy the game.
The Paladin in Dungeons and Dragons was first introduced in the Greyhawk supplement in 1975. Up until 4th edition the Paladin was a holy knight. The Paladin was a devout warrior. He or she was devoted to good. They did good deeds. They could not lie or cheat. They were required to give up most of their worldly goods and money. And they could not act dishonorably in any way.
Paladins in Dungeons and Dragons 1st Edition
In 1st Edition Advanced Dungeons and Dragons the Paladin was one of the most difficult classes to qualify for. Very high prerequisite scores were required. But it was also one of the most restrictive classes to play. One was required to be human. A paladin was required to be lawful good in alignment. They had to give away just about all of their magic items and treasure to charity or to the church.
But they were also potentially one of the most powerful classes to play.
They could use any armor or weapons
They used 10 sided dice for hit points
They could rise to (potentially) unlimited level
They had no requirement to fight others in their class for advancement (such as monks and druids)
They had the ability to lay hands and cure injuries
They had the ability to cure disease and were immune from disease themselves
All of their saving throws received a bonus of +2
They could detect evil at 60′
They had a constant protection from evil around them in a 1″ radius
At high levels they obtained clerical spells
They got their own warhorse at 5th level
They could turn undead like a cleric (but not quite as well)
With a holy sword they had even more powers. They could use their circle of power generated by having such a sword to dispel magic
As you can see this is a pretty impressive class to run in 1st edition. But it was too hard for most to qualify for.
Many players had difficulty staying within their alignment while playing a paladin. The paladin is a goody goody type of character. What most of the player characters would want to do the paladin could not condone or even go along with. Their alignment and faith defined them. And many a dungeon master has imposed penalties to a paladin character that did not follow their alignment. Such penalties might include losing spell casting and other paladin specific abilities until such time as the paladin atones for his or her transgressions.
Paladins in Dungeons and Dragons 2nd Edition
Second edition still had high qualification requirements. It also required that the paladin be human. The Complete Paladin’s Handbook was later published which developed the paladin class even further.
This book goes into much more detail about the abilities of the paladin. For example, early on, it establishes clearly what the paladin’s detect evil ability can actually detect. It goes into great detail about alignment and the duties and responsibilities of the paladin. And it clearly defines many of the other abilities and restrictions of this class.
Paladins in Dungeons and Dragons 3rd Edition
Third edition made it much easier to become a paladin. There were no specific ability score requirements. But obviously high scores would help one to be successful.
Many of the same abilities existed for 3rd edition:
Summon a warhorse
Immunity to disease
Turning undead
Casting clerical spells
Detecting evil
Many of the same requirements also existed:
Had to be lawful good
Had to allow enemies to surrender
Could not commit evil acts
Could not sneak up and attack someone from behind except under extreme circumstances
Could not associate with evil characters
Unlike prior editions, however, third edition allowed any race to play a paladin.
Paladins in Dungeons and Dragons 4th Edition
Fourth edition made the first drastic change to the Paladin. One no longer had to be a holy warrior. Instead a paladin could be the champion of some deity. Any deity. Of any alignment. No longer could the paladin lose his powers for failing to follow the strictures of their alignment. They also no longer had the innate immunity to disease or the innate ability to cure it.
Paladins in Dungeons and Dragons 5th Edition
Fifth edition continued the ability of paladins to be of any race or alignment. Although…….evil paladins are rare. The paladin chooses between sacred oaths which define their development and future abilities.
The Oath of Devotion is the 5th edition variation of the Cavalier. This form of paladin is dedicated to justic, virtue and order. The paladin is a knight in shining armor. Honor is paramount to this sort of paladin.
The Oath of the Ancients is more of a nature knight. The paladin is concerned more than just with the fight between good and evil. Darkness itself is the enemy of this paladin. This paladin loves nature itself and many of the abilities are more druidic than clerical.
The Oath of Vengeance is a solemn vow to punish those who have committed a terrible act. These paladins are sometimes called dark knights or avengers. This sort of paladin is most likely to be evil in alignment in 5th edition. They are more concerned with delivering justice than they are in being devout and holy themselves.
They are still a very powerful class choice for the player. They can wear heavy armor. They still gain the ability to heal others and smite the wicked and the undead. They have the ability to sense celestials, fiends or undead within 60 feet. They still have the ability to lay hands to heal. And they still acquire the ability to cast spells.
A Paladin in Hell
One of the most classic images in Dungeons and Dragons is the picture on page 23 of the 1st edition players handbook. In this image a paladin is alone on a plane in hell fighting against devils. He is engaged in fighting a single horned devil as an ice devil, two more horned devils and a bone devil are approaching. Clearly this paladin is on a mission to destroy as many devils as he can before they take him down. The paladin is adorned in full plate mail and his aura of good can be seen around him as he does battle against his enemies.
Ultimately the inclusion of this image in the 1st edition handbook seems odd. Because the module for this adventure came out much later than the 1st edition players handbook. In fact it came out for second edition and not first. The module is clearly intended for higher level characters as they are expected to fight on the planes of hell itself.
Since that original image was published in the 1st edition PHB there have been many more color versions of the same subject matter. The module was written by Monte Cook and came out in 1998.
Ultimately, regardless of edition, the Paladin is a powerful character class. They were a much sought after choice in the early editions but were often difficult to qualify for. In the later editions they are played by virtually anyone as qualifications are no longer so exclusive. The holy warrior concept makes them appealing to those who wish to play a heroic character with special abilities and a sense of right and wrong.
The Astral Plane in Dungeons and Dragons is a vast plane of emptiness. It is the gap between the prime material plane and many other known planes of existence. The plane is virtually filled with emptiness. In some editions of the Dungeons and Dragons the astral plane is referred to as the astral sea.
The only real physical contents of the plane are bits of floating debris. However, some of these bits of floating debris, are rather large. In some cases structures have been built on these floating islands. Castles, towers, Githyanki Outposts and other structures have been seen in this void. It has been said that this debris is actually the petrified remains of some dead gods that once lived in this plane.
The Astral Plane is for Traveling
Few creatures live in the plane. But many creatures are known to travel through it from time to time. Powerful adventurers, demons, devils, demon lords, arch devils, kirin, and even gods themselves sometimes travel in this plane. With few actual inhabitants of the plane encounters are infrequent. Those encountered will generally be traveling either to or from their own plane of existence and some other.
The Appearance of the Astral Plane in Dungeons and Dragons
The astral plane appears as a blurred silvery color. Every thing in this plane is weightless and seems to float. Mists can sometimes be seen. And sometimes star like objects can be seen in the distance. What will be noticed most by the traveler, however, is the vast emptiness of this plane.
The Psychic Wind
The energy flow in the astral plane sometimes changes direction. This phenomena is known as the “Psychic Wind.” This wind is a danger to all who travel this plane. This wind can even sever the silver cords that connect the traveler to their physical presence on their home world.
Who Lives in the Astral Plane in Dungeons and Dragons?
It is said that some gods live there. There are suggestions regarding this in some of the early articles in the Dragon regarding this yet none are specified. It is known, however that the Githyanki dwell there. They build outposts and even castles on the floating islands of debris there. From these places they fight their endless war against the Githzerai and others that they hate.
The Psychic wind is not like any wind that a human or humanoid traveler from the prime material plane will have encountered before. It will first appear as a rapid darkening of the entire plane. The traveler will then feel shaking. The storm ends as quickly as it arrives. But the effects of this wind can vary.
Travelers may find that their travel time has extended as they have been moved away from their intended destinations. They may become lost in the astral plane. They can be taken to the wrong color pool by the wind. And they can have their silver cord snapped.
Traveling in the Astral Plane in Dungeons and Dragons
There are two ways to travel in this plane. One can use astral projection. Or one can travel physically within the plane. There no other known ways to travel in this plane of existence. Either method can be achieved by use of spells, magic items or even by using psionic abilities (in some Dungeons and Dragons Editions at least).
Astral Projection
This is the safest method of traveling this very dangerous plane of existence. Either by spell, device or psionic ability the traveler separates their astral self from their physical body. This astral self is what actually visits the plane. The physical body stays on the plane of existence where the traveler begins his or her journey. This astral self is connected to this physical body by a silver cord.
This is much safer than physical travel. The traveler can return to the physical body if a dangerous situation arises. And the person will return to this body if their astral self is slain or destroyed.
On the astral plane this astral self appears as a translucent humanoid form. Yet on this plane this astral self is a physical body. But springing from this body is the silver cord which connects that self to the physical body of the traveler. Only items that are magical in nature will travel with this astral form of the adventurer. Other equipment is left behind. It is often necessary to cast some kind of spell in order to make certain items magical to the extent that they can be taken along for the journey.
This process is not without risks. But it is less risky than physically traveling a plane where anyone encountered is likely to be extremely powerful. Only creatures with powerful magical abilities, psionic abilities or magic items are likely to be met on the plane. But those are not the only risks.
For one, the physical body of the traveler on their home plane of existence must be cared for. After all….the adventurer is in another plane. What is happening to the body left behind? One best make sure that others are guarding this body on the home plane.
Another danger is possession. If the astral self is no longer in the body…then it is vacant and free for the taking. Some extradimensional creatures may see this as an opportunity. In particular there is a little used monster mentioned in the Fiend Folio called the Astral Searcher. These are relatively weak beings that inhabit the astral plane. They live their lives constantly searching for bodies to inhabit. It is said that they are created by violence that occurs in the astral plane. They are an extreme danger to an astrally projecting traveler as they might inhabit the physical body of that traveler once they are discovered in this plane.
And a more terrifying danger is the remote possibility that the silver cord of the traveler might be severed. This does not happen often. But there are ways that this can happen. The Psychic wind is the most likely culprit. But the Githyanki are known to sometimes have special swords which allow them to cut a traveler’s silver cord.
Without the silver cord the astral self will dissolve over time. Those magical items brought with the traveler will be found floating in the void. The body in the prime material plane will perish and will be unrecoverable (except by wish).
Astral projection can be accomplished using magical devices, psionic abilities and the astral spell.
Physical Travel in the Astral Plane
The spell plane shift, as well as certain magical devices, can allow one to physically travel within the astral plane. The psionic ability “probability travel” will also allow this. Some creatures in the astral plane arrive there by being blown out of the ethereal plane by an ether cyclone.
The advantage of physical travel in the astral plane is that all items can be brought along. Another advantage is that there is no silver cord to be severed. But these advantages pale compared to the primary disadvantage. The traveler can be slain or destroyed on this plane as they are physically present.
On this plain the physical body appears normal. And it has no silver cord.
Color Pools in the Astral Plane
Color pools are the portals to other prime material planes and the outer planes of existence. These color pools are pools of rippling colors. They are visible only from one side. It is possible that someone traveling through the astral plane might pass through a color pool without realizing that they have done so.
When one arrives in the astral plane they will find themselves near a pool of silvery color. Silvery colored pools always travel to the prime material plane. Those projecting into the astral plane will find that their silver cords lead back into that silvery pool of color. Gateways to other planes are identified by their color. These gateways are as follows:
Leather Brown = Plane of Concordant Opposition
Emerald = Happy Hunting Grounds
Sapphire = Olympus
Indigo = Gladsheim
Jet Black = Limbo
Magenta = Pandemonium
Amethyst = Abyss
Olive = Tarterus
Rust = Hades
Russet = Gehenna
Ruby = Nine Hells
Flame (bright orange red) = Archeron
Diamond (faceted blue) = Nirvana
Saffron = Arcadia
Gold = Seven Heavens
Amber = Twin Paradises
Opal = Elysium
Silver = Prime Material Plane
Other Metallic Colors = Other Prime Material Planes
Spiraling White = Ethereal Plane
It is possible for someone within the astral plane to view inside of another plane through one of these color pools. But doing so has risks of it’s own. For certain creatures can use their gaze weapons into other planes of existence. Basilisks, cockatrice, gorgons have the ability to see such viewing portals and attack those in the astral plane through them using their gaze weapons.
Who Might One Find Traveling in the Astral Plane in Dungeons and Dragons?
Naturally most beings encountered there are likely to be fairly powerful. The magical items, spells and psionic abilities required to travel to the astral plane, or project into it, suggest beings with considerable power and resources. One is not likely to find a band of lowly kobolds floating in the plane.
Some creatures which are common to the astral plane include:
Vrocks
Lesser Demons
Cerebral Parasites
Succubus
Lesser Devils
Invisible Stalkers
Various colored Slaadi
Human and Humanoid Adventurers
Some less common creatures sometimes found in the astral plane include:
Aerial servants
Shedu
Titans
Rakshasha
Lammasu
Githyanki
Of these…Githyanki are actually native to the astral plane. There are many citadels and outposts on the floating islands of debris on this plane.
Some rare encounters on the astral plane include these:
Greater Devils
Major Demons
Greater Daemons
Foo Dogs
Moon Dogs
Mind Flayers
Kirin
Intellect Devourers
Genies and Efreet
Grey and Death Slaad
Phoenix
Planetar
And some extremely rare creatures are sometimes encountered on this plane as well. Some of these include:
Slaad Lords
Solar
Bahamut (Platinum Dragon)
Tiamat (Chromatic Dragon)
Cat Lords
Charon
Demon Princes and Lords
Archdevils and Dukes of Hell
Greater Shedu
Foo Lions
While it has not been confirmed….it is believed that some deities travel this plane from time to time.
Movement Within the Astral Plane
There are basically two methods of moving within the astral plane. One is physical. And the other is mental.
To physically move within the plane one must push off from another object in the void. This is an uncommon method of travel on this plane. But should one do so both objects would move away from each other when it occurs. The object with more mass would imperceptibly move. The object with less mass would move away faster. There is little to push away from, in the astral plane, however. So this method is not commonly used.
The other method is by using one’s intellect. It takes concentration. One merely wills themselves to travel in a particular direction. And they will. The speeds and encumbrance issues involved in this form of travel vary depending upon which edition of Dungeons and Dragons is being played.
Living and Surviving in the Astral Plane
Certain issues requirements that we know and expect from life on our home plane do not apply on this plane.
Time is one of these issues. Time moves extremely slowly on this plane. It does move. But it moves so slowly that one might not believe that any time has elapsed at all after completing a journey though this plane. A thousand years might pass before traveler here will feel the effects of a single day passing. Certain attack forms such as aging have little effect here.
Directions do not seem to exist here. Everything is floating in the void here. There really are no specific directions and since things are all in motion nothing stays in the same direction for long.
Food and water are not needed here. As time moves so slowly it is unlikely that anyone could starve here.
Breathing is no longer an issue. As a result any attack forms involving respiration will not work here.
Vision on this plane is extremely clear. One can see thousands of yards in any direction. Large objects can easily be detected at great distances.
Combat in the Astral Plane
Combat in this plane is unlike combat taking place on other planes of existence. The weightless nature of the astral plane changes the way combat takes place. Intellect rather than strength is the dominant trait on this plane of existence. Intellect affects both movement and combat skill here. Unlike on other planes a person could find themselves being attacked from above or below just as easily as they could be attacked from the front or behind.
Whether the traveler is projecting into this plane or is physically present he is at risk from others here. A physical form can be slain here. But an astrally projecting traveler who is killed here will be put into a coma (and possibly death).
Armor and weapons work normally in this plane but magical items work differently entirely. These differences are system specific. Magic spells may also work differently in this plane. Missile weapons, however, will have no arch to their flight as they would on other planes. This will naturally affect the ability of one to fire such weapons until they become practiced in the techniques necessary to this plane. Such missiles, however, will travel infinitely in the direction fired until they strike something solid. One could potentially find themselves being struck by an arrow fired a thousand years earlier that is still traveling through the void of the astral plane.
Poison has no effect on this plane. Nor does any form of attack involving breathing air. Once a person who is poisoned leaves this plane, however, that poison will take effect. The saving throw should be made during the time the poisoning occurs but the slow effects of time on this plane make it nearly irrelevant until exiting the plane.
Fire, cold and other magical attacks will generally work here. But acid, water and liquids have an unusual effect on this plane. Because it is weightless such liquids will not splash in the manner that they would on other planes. Instead they will tend to flow over the object or person struck by them. This may result in double the normal damage from such things as holy water or acid to the appropriate targets. Such an individual struck by them would also not be able to open their mouths to speak or cast spells without getting some of this liquid in their mouths. They might ultimately drown from this should they try.
Natural healing does not take place normally on this plane. This is also because of the slow effects of time here. Magical healing will work as normal.
Use of Magic in the Astral Plane
Most magic works normally in this plane. Other forms do not. One can speak, breath, communicate and spell cast normally in this plane. But dodging in this plane is impossible. One could easily be struck while casting spells here and that spell might be interrupted as a result. Should one move while casting spells they will continue moving in that same direction.
Spells that normally affect flat areas will instead affect spherical areas in this plane. Any kind of wall spell will make a spherical ball rather than a flat wall.
Spells and magical items that require or use an extra-dimensional space will not work properly in this plane. Portable holes, for example, will not function here. Nor would a bag of holding. Many magical summoning spells will not work either. Some spells involving movement, such as fly, would not work in the normal manner.
Again many of these changes are specific to the version of Dungeons and Dragons being played. What is important to note is that any spell cast in this plane should probably be checked against the lists of spells and effects in the edition that you are playing to ensure that they would work here. In 1st edition, 3rd edition and 4th edition one should consult the Manual of Planes for that edition. In 2nd edition one would consult the Guide to the Astral Plane from WOTC.
The Astral Plane in Dungeons and Dragons 5E
The astral plane is discussed in the Dungeon Master Guide on pages 46-48. The rules for this plane are much shorter than for other editions of Dungeons and Dragons. Color pools and psychic wind still exist. And one astrally projecting into this plane still must be concerned with their silver cord. Specific rules about combat or spell casting are not discussed in the DMG. Presumably they would be treated the same as on the Prime Material Plane in this edition. Movement is discussed. The DMG merely states that movement speed is equal to 3X the intelligence score of the traveler.
One would probably be well advised to consult sources beyond the DMG for rules on using the astral plane if you want an experience similar to those discussed previously in this article. Or one could just go consult prior editions of the game for suggested rules.
The Astral Plane in Dungeons and Dragons is a Great Change of Pace for a Campaign
When characters start reaching high levels they become interested in visiting places beyond the norm: castles floating on a cloud, the city of brass on the plane of fire, the nine hells, sahuagin cities beneath the seas, mind flayer cities deep in the underdark and other such remote and dangerous places. The various planes of existence are a natural extension to a high level campaign. And the astral plane is the link to many of these places.
The Mind Flayer is an iconic part of Dungeons and Dragons. These fearsome denizens of the Underdark are deadly enemies of nearly all who encounter them. Those that they do not kill they enslave. They are the Illithids. They are monstrous enemies with psychic powers and tentacles that can pull a man’s brain out of his own head.
The Mind Flayer first appeared in the Strategic Review #1 in 1975. The creature is a super intelligent being with four tentacles hanging from it’s face. These tentacles are used for feeding. They can reach and take the brain out of a man’s head. But their more feared weapon is their Mind Blast. The Mind Flayer in Dungeons and Dragons is a psychic terror. The mind blast can stun, cause insanity or even cause death in those unfortunates that encounter them. They were later updated in Eldritch Wizardry . In just about all editions of Dungeons and Dragons since that time they have been included. They are almost always described as evil. Generally they are Lawful Evil.
Psionics were introduced in Original Dungeons and Dragons with the Eldritch Wizardry Supplement. Naturally with the introduction of psionics it became necessary to have some enemies that might use such a weapon. The Mind Flayer was one of these early psionic using creatures.
Mind Flayers in Dungeons and Dragons 1st Edition
In first edition the system for Psionics was always controversial. Many dungeon masters chose not to use or include psionics in their campaigns. Many felt that the system was broken and could not be used effectively. And this tended to reduce the number of Mind Flayers seen in many 1st edition campaigns. But it is so hard to keep such a perfect looking villain out of a campaign entirely.
The 1st edition Monster Manual states that tentacles of the Mind Flayer will strike a victim with it’s four tentacles and these will reach the victim’s brain in 1-4 melee rounds. It will then pull the brain out of the victim and devour it immediately after this. The act of pulling the brain out instantly kills the victim. It then states that the more feared method of attack is the mind blast.
The creature also had several other abilities that were presumably bestowed upon them through their psionic prowess:
Levitation
Domination
ESP
Body equilibrium
Astral projection
Probability travel
The Mind Flayer speaks it’s own arcane language that few mortal men are likely to have ever learned or even heard of. But they also speak other languages that are just as rare.
The First Edition Monster Manual does not really use the term Underdark. This came later when the great series of modules were produced leading to the Demon Web Pits of Lolth in Q3. The module Descent Into the Depths of the Earth introduced most of us to this dark place under the earth where Drow and Mind Flayers and other evil creatures lurk. The Monster Manual merely states that Mind Flayers live in a subterranean world and that some of their languages may involve other species that live in that place. It also states that it is believed that the Mind Flayers have a city deep beneath the surface.
The description of the 1st edition Mind Flayer is that it has a sickly looking mauve colored skin with purplish-black tentacles. It has eyes which are dead white with no evident pupils in them. They have only three fingers on each hand which are reddish (but their hands are mauve colored).
Mind Flayers in Dungeons and Dragons 2nd Edition
Many of the problems that plagued psionics in 1st edition were corrected for 2nd edition. The Monstrous Manual for 2nd edition therefore had a much more detailed write up on the Mind Flayer and other psionic using creatures.
The description of the creature is much the same as the 1st edition Monster Manual. But it adds more than a few powers and abilities that the 1st edition variant did not have:
Infravision (this seems kind of obvious since the creature lives in underground places yet the 1st edition Monster Manual does not mention this ability
Communication with any creature telepathically (the second edition states that they have no spoken language which contradicts the 1st edition manual)
It can use the following powers as a 7th level magic user: suggestion, charm person, charm monster, esp, levitate, astral projection, plane shift.
All saving throws against any of these powers is at -4
The Mind Blast of a 2nd edition Mind Flayer is also different than that of a 1st edition one.:
1st edition Mind Flayer’s Mind Blast affects all within a 6″ directional cone at 1/2″ diamter at the point of emanation and 2″ diameter at extreme range
2nd edition Mind Flayer’s Mind Blast projects in a cone 60 feet long, 5 feet wide close to the Mind Flayer and it extends outward to 20 feet wide at the farthest point
The 2nd Edition Monstrous Manual goes into far more detail about the life and ecology of the creature. It lives in the Underdark. This is stated early in the write up for the creature. But it goes further. It states that they hate the sunlight. Instead of one city beneath the surface the 2nd edition manual states that they live in many cities beneath the surface of up to 2000 such creatures as well as slaves. The center of such cities is the elder brain. The elder brain is a the collection of fluids from the brains of dead Mind Flayers. This elder brain is a sentient creature all of it’s own.
The goal of the 2nd edition Mind Flayer is to conquer the Underdark. They have many enemies beneath the surface of the world. Some of their former slaves have rebelled and hate the Mind Flayer’s. Specifically both the Githyanki and the Githzerai hate the Mind Flayers. Both were former slaves of this race.
The 2nd edition Mind Flayers were apparently not all psionics. Those who were psionically endowed were considered the only true Illithids. And these were naturally the most powerful Mind Flayers. A Mind Flayer without psionic abilities could be distinguished by the long flowing robes with high stiff collars. Those without these high stiff collars were the ones with psionic powers.
The 2nd edition Mind Flayer has no family. Instead they are considered a warm blooded amphibian. They begin life as a tadpole swimming in the pool of elder brain fluid in their cities and being fed brains by the other Mind Flayers.
Mind Flayers in Dungeons and Dragons Are Evil
Regardless of edition of Dungeons and Dragons the Mind Flayer is just about always evil. Usually they are lawful evil. They tend to be arrogant. They see other races as food sources. They consider them nothing more than cattle. Those who show a little intelligence may be used as slaves or thralls.
Mind Flayers in Dungeons and Dragons 5th Edition
Unlike earlier editions of Dungeons and Dragons 5th Edition did not include psionics in the core books. Later books added a “Mystic” class which essentially re-added psionics to the game. Instead the game suggests that certain creatures, such as Mind Flayers, have innate spell casting abilities. It then refers to these abilities as being psionic in nature.
The Monster Manual for 5th edition gives the Mind Flayer the following innate (psionic) spell casting abilities which can be used at will:
detect thoughts
levitate
Once per day it can use the following innate (psionic) powers:
dominate monster
plane shift (self only)
The Mind Flayer still has the ability to use it’s tentacles to extract the brain of it’s victim. And it still has the power to use a form of the Mind Blast. The Mind Blast is in a 60 foot long cone. Those victims in that area of effect must make a saving throw or take psychic damage and be stunned for one minute. This is quite a watered down version of the Mind Blast but I suppose if the players are given no opportunity to use psionics of their own then it is probably fair enough. Yet it clearly diminishes the threat of these iconic creatures.
Unlike the 2nd edition Mind Flayer the 5th edition version is speaking again. It knows several languages including one specific to the Underdark.
A variant Mind Flayer is also offered called the Arcanist Mind Flayer. This version is also a spell caster. These are considered rare and are shunned by other Mind Flayers who apparently view spell casting as something to be looked down upon.
Mind Flayers in Dungeons and Dragons are Iconic
The Illithid are one of the creatures that people think of when they think of Dungeons and Dragons. There are a few creatures in the game which are not based upon mythology but which were just so cool that everyone loved them. The Mind Flayer is one of these. I mentioned the Beholder in a previous article I also mentioned the Lich in another previous article about the Undead. Clearly all of these creatures are Iconic monsters from this wonderful game.
If you look around the web you can find incredible images of all of those creatures including the Mind Flayer. Mind Flayers are often depicted wearing skulls tied to their waists and having arcane symbols on their robes. Dungeons and Dragons has many such creatures which are specific to this game. And I will probably be writing articles in the future to discuss more of them.
The Monk in Dungeons and Dragons was first introduced in the Blackmoor Supplement for Original Dungeons and Dragons in 1975. Later it became one of the core classes offered in Advanced Dungeons and Dragons. Every edition since that time has incorporated some version of the Monk as a class in some manner or form.
When Dungeons and Dragons first came out in the 1970s most of us were familiar with the idea of a fighting Monk but not from Dungeons and Dragons. A popular television show of that era involved a Shaolin Monk who escaped from his home country of China after killing the Empreror with great provocation. In the Television series “Kung Fu” David Carradine played Kwai Chang Kane. Kane is seen in the first episodes training as a Monk as a child and only officially becoming a Monk as an adult. Presumably the training took many years to complete. He is seen in the opening scenes completing his final tests to determine his worthiness to be a Shaolin Monk: He has to snatch a pebble from his master’s hand before the master can close it, he must walk across rice paper without leaving a trace and finally…he must pick up a boiling hot kettle with his forearms forever burning the imprint of his monastery into his forearms.
The Origins of the Monk in Dungeons and Dragons
Is the Dungeons and Dragons Monk based on the Shaolin Monk? Possibly. Maybe even probably. Certainly a Shaolin monk is a warrior monk. And certainly Christian monks are not generally considered to be warriors. Throughout various cultures, however, there have been warrior Monks or at least highly religious warriors that might be considered Monks. Some of these might include:
Shaolin Monks
Knights Templar
Korean Guerillas who fought Japanese Invasions included monks
Naga Sadhas were Hindu that bore arms
Sant Sipahi were Sikh “saint soldiers”
There are probably many more examples from history of warrior Monks. But how many of these Monks were experts in unarmed combat as well as armed combat? The Shaolin Monk would be the only one that I personally can think of.
Controversy Involving Monks in Dungeons and Dragons
In 1st Edition Advanced Dungeons and Dragons the Monk was a bit of a controversial character type. There were a number of issues that plagued the Monk character type and many players did not like the class for a number of reasons.
There could only be a limited number of Monks past 7th level
To advance past these levels a Monk was required to fight other Monks in order to advance. A failure, assuming that the Monk survived the combat but did not win, meant that the Monk dropped back to the amount of experience needed for the prior level.
Monks were limited to lawful alignments (although the could be good, neutral or evil)
They could wear no armor
The used only a 4 sided die for hit points
Like a paladin they could not accumulate wealth or magic items in abundance
There were few magic items specific to Monks available in the game
Monks fought using the thieve’s table for combat (according to the PHB) or the clerics table (according to the DMG)
Dexterity was required to qualify as a Monk but was not used for adjustment to armor class
Only a Human character could play a Monk
It was one of the hardest classes to qualify for (STR 15, WIS 15, DEX 15, CON 11)
No experience point bonus like the other classes get for having high ability scores
As you can see…..a 1st Edition Monk had a lot of restrictions. Many of these were highly unpopular with players and for good reason. The Monk is clearly intended to be a melee class but has few hit points and wears no armor. This makes them extremely vulnerable if they do engage in close melee combat. The fight to advance issue was extremely unpopular with characters. No one wants to gain the experience needed to advance a level and then lose it back when they unsuccessfully challenge another monk in hand to hand combat. The lack of magic items for monks is an issue with a number of classes for 1st Edition.
There were, however, some pretty cool things about a Monk in 1st Edition that caused at least a few players to try it out. Some of these things included:
Multiple open hand attacks at higher levels
Extremely high damage with open hand combat at higher levels
Limited thieving abilities
The Quivering Palm ability at higher levels (stopping the heart of an enemy with a strange quivering motion of the hand)
Immunity to ESP
Immunity to certain spells at higher levels
Limited self healing at higher levels
Improved movement rate
Armor class improving with experience
A small chance to stun or kill an opponent in combat with only my hands and feet
Do these things make up for the restrictions in the class? Many would argue that they do not. But clearly a Monk who survives to the higher levels can deal a serious amount of damage…..at least until their wounds drive them from the field of battle.
My Suggestions for Fixing the 1E Monk
OK now that I have given you all of the criticisms of the 1st Edition version of the Monk what are my suggestions for making the class more playable? In my mind the biggest problems are the armor class and the hit points. Both need to be addressed. Basically the Monk is a melee class that is too weak to melee. Without armor the Monk is going to take damage. Without hit points the Monk cannot stay in close and melee for long. This makes the Monk a leech on the experience points of the party. If the Monk has to stay at range to fight then it is a useless class.
There are a number of articles in the Dragon and other sources suggesting changes to the Monk. Personally I think some of the ideas are good and some are not. I do not like the idea of giving the Monk new abilities that are based on Psionic principles as suggested by one article in the Dragon.
The first change that I would make is to let the Monk roll a D6 for hit points. Hit points are a major issue for a melee fighter. This is especially true for a Monk who is likely to get hit quite a lot.
The second change that I would make is to the armor class progression of the Monk. My table would look like this:
1st Level AC 7
2nd Level AC 6
3rd Level AC 5
4th Level AC 4
5th Level AC 3
6th Level AC 2
7th Level AC 1
8th Level AC 0
9th Level AC 0
10th Level AC -1
11th Level AC -1
12th Level AC -2
13th Level AC -2
14th Level AC -3
15th Level AC -3
16th Level AC -4
17th Level AC -5
Those two changes would fix two very important issues that I see with the 1st Edition Monk. But there are other issues which are frequently mentioned by players. As I mentioned I see the Monk as a melee fighter. He is a specialist without weapons but is also a specialist with certain weapons. Yet he rolls to hit on the thief table (according to the PHB) or the Cleric table (according to the DMG). To me this makes little sense. With all of the apparent practice in combat for the Monk would it not make sense for them to hit on the same table as the fighter? That is the third change that I would suggest.
And the last change that I would make involves the most controversial aspect of the Monk. The advancement by combat issue. I personally like advancement by combat for the top level (for monks, druids and assassins). I do not see that it is a great hardship to impose that rule for achieving the top level in the game for that class. But for the other upper ranges of levels I see no need for it. As a player I can certainly understand not wanting to fight and potentially be set back a level each time I get the experience to move up. I think I could live with it if I was advancing to the Grand Master of Flowers. To me that would be an acceptable compromise both for the DM and the players.
Monks in Later Editions of Dungeons and Dragons
Later editions of the game improved the Monk class for the players who chose it. Qualification numbers were loosened up. Hit dice were changed to a D6 and even a D8 in later editions. The requirement to fight to advance levels was removed. But some of the really special things from the 1st Edition class were also removed. No longer does a high level Monk strike four times in the same round or inflict 8-32 points of damage with a single open handed strike.
In 5th Edition the Monk may still wear no armor. Your armor class begins at 1st level as 10+ Dex Modifier + WIS modifier.
For combat the Monk In 5E excels while using Monk weapons or unarmed strikes. Dex can be used instead of STR for attack and damage rolls for unarmed strikes or strikes using Monk weapons. Damage rolls can use a D4 instead of the normal damage dice at 1st level and this changes as levels go up. This is set out on the table on page 77 of the PHB as Martial Arts Damage. And when attacking with an unarmed strike or with a Monk weapon the character can make an unarmed strike as a bonus action.
Movement rates are still improved for the Monk at higher levels. However the 5th Edition Monk has the addition of Ki points which enable the Monk to use special abilities. At higher levels a version of the Quivering Palm technique can still be used. On a failed saving throw the victim is reduced to zero hit points. On a successful save the victim takes 10D10 damage. In either even it is a devastating ability.
In 5th Edition the Monk has certain paths that they can take. One is basically a Ninja type path called the Way of the Shadow. But there are other possible paths. The Way of the Elements gives the Monk control over the elements. Or a Monk can specialize in open handed combat in a path called the Way of the Open Hand. The special abilities of the Monk are limited to those Monks who choose a certain path to follow.
Monks in Dungeons and Dragons
The Monk class has always been an interesting choice. It is so different than the other types of character professions in the game. The idea of a Kung Fu fighter fighting among the sword fighters and armored warriors and spell casing wizarads has always intrigued many players of this game. It can be a very fun class to play regardless of the edition played as long as the character can survive long enough to get to the best abilities.
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In Dungeons and Dragons sometimes adventurers find themselves facing creatures that fight from the air. Fighting against flying monsters in Dungeons and Dragons is difficult. Or at least….it should be….. Of course the specific rules of combat against such creatures varies depending upon which edition of Dungeons and Dragons that you play.
In this article I am going to discuss the rules from AD&D 1st Edition and 5th Edition Dungeons and Dragons. There are many creatures in every edition of Dungeons and Dragons that can fly. Many of these creatures are likely to prefer combat from above. After all…..they feel safer in the air. But are they really safer there? In a fantasy game like Dungeons and Dragons adventurers have access to magic. They can sometimes fly up to meet their enemies in the sky. If they cannot fly they may still be able to cast magical spells at their flying antagonists. Or they might be able to bring their opponents to the ground by magical means. The fighters will have missile weapons to fire in the event that the creatures will not stay grounded.
Fighting Flying Dragons
A flying dragon is able to fully use it’s breath weapon the way it is meant to be used…from above….. The Dragon can stay away from those pesky dragon slaying swords and still bring the heat. They can also use their claws from above and rend their enemies.
For those on the ground fighting these creatures cover and concealment are essential to survival. As this kind of battle is likely to involve missile combat and spell casting it is important for the adventurers to stay clear of the dragon’s most fearsome weapon.
Spreading out would also be advisable. A group that is not bunched up might lose one or two people to a breath weapon attack. But they will still have the ability to fight on and take the beast down.
Obviously it helps if one is prepared to fight a specific type of dragon. But dragon encounters are frequently not planned events. More often than not a dragon swoops down on a target of opportunity and then the battle is on. It may see a tasty little caravan down below as it is flying in search of food or treasure. It may see a few horsemen and decide it needs a little snack.
To prepare for such an encounter adventurers should probably prepare the right spells for combat and have plenty of arrows and crossbow bolts. If they intend to subdue the dragon they might also want to have equipment ready for capturing the creature. Nets perhaps.
Fighting Other Creatures From Above
There are many types of flying creatures that one must look out for. Rocs, Gargyoles, Griffins and Wyverns are dangers from above. And there are many others. Some of these creatures are among the strongest and most dangerous beasts in the game. A Roc is so powerful that it can snatch an elephant and take it home for a quick lunch.
A Roc is like an enormous eagle. They have nests on high mountain ledges far from the ground. But they have eye sight that gives them an edge over their prey. They will often see enemies down below long before anyone below knows there is a threat present in the sky. A Roc will often have young in their nest that need feeding. A gnome or a halfling is perfect for feeding the kids. But sometimes they might settle for a pack animal instead.
Some flying creatures are known to perch on high places pretending to be nothing more than a statue. Gargoyles for instance are often seen on high buildings. Some of these Gargoyles are merely decorative ornaments that push water away from the building during rain. But sometimes they are something far more sinister.
Gargoyles are frequently the minions of evil wizards and other villains. And sometimes they pretend to be statues. Gargoyles can be very patient. They can stay motionless while adventurers explore the area and then strike suddenly when the delvers are busy looting treasures. They also have multiple attacks. And this can make them quite dangerous.
Griffins are another frequently encountered combatant in the skies. They are also similar to eagles in appearance. But they are much smaller than the Roc and are far less dangerous. What does make them deadly, however, is that they are often encountered in packs. Where one or perhaps two Rocs might be encountered Griffins can be found in much larger groups.
The Griffin has a wide wing span that allows it to propel itself through the air and swoop down on prey or enemies raking them with it’s claws and impaling them with it’s beak. A single Griffin is not a terrible threat. A pack of them is.
Wyverns are another deadly enemy from above. Like the Griffin they often do not hunt alone. They have one additional and very deadly weapon. Their tail. The tail is poisonous and this poison can be deadly. In 1st edition poison was often save or die. In 5th edition this poison is less deadly for the Wyvern but it can still be quite damaging.
Fighting Against Flying Creatures in Dungeons and Dragons
Those fighting from below need to take steps to protect themselves. Concealment and cover were mentioned earlier. But keeping distance is sometimes advisable. The breath weapon of a dragon has a limited range. Granted…that range limit is not that short…..
Having ranged weapons and spells ready is essential. Unless you have the ability to fly yourself then you better let the damage do the flying for you. Attack spells that have the proper range are important. Bows and crossbows that can fire at a distance are good.
Having access to flying spells and magic items is useful. The Fly spell is an important one for meeting the enemy in the air. Summoning flying creatures to aid you is another tactic. And of course…using a hold monster spell on a flying creature could have a devastating effect on them if it works. Gravity can do some serious damage to a creature that is above and suddenly drops hard to the ground.
Magic Items can turn the tide as well. Potions of flying and magic carpets can give the fighters a chance to get up close and personal with their flying enemies. Winged boots can also give this ability. A wand of paralyzation might be a useful weapon against a flying beast. A creature that can no longer use it’s wings is going to have a hard landing.
Specific Rules Involving Aerial Combat in Dungeons and Dragons
Unfortunately Dungeons and Dragons 5E does not discuss this subject at all in the Dungeon Masters Guide for 5th Edition. First Edition, however, went into great detail about the subject on pages 49-53 of the Dungeon Master’s Guide. The DMG goes into detail about the maneuverability of several creatures from the Monster Manual and puts them into specific classifications from A to D. And then it defines those classifications by what the flying creature can do while in the air.
The DMG also goes into detail about the ability of men to fly using various spells and magic items and the restrictions imposed upon them while doing so. Even flying mounts are discussed in terms of their combat maneuverability.
Specific methods of conducting aerial combat are defined on page 52 of the DMG. It offers two options:
At the beginning of each round the flyer moves in the direction that they were facing at the beginning of that round and any turn takes place at the end of that round by facing them in another direction
The alternate, and more accurate method, uses hex paper and allows arc turns through different hexes on the paper
In either method movement and attacks are simultaneous. Obviously initiative is still rolled to determine who acts first.
Missiles fired while in the air do so at penalties. At short range the penalty is -2 to hit. At medium range the penalty is -5 to hit. Long range targets will always be missed. One will only be able to fire this well while flying after months of practice. Without such practice one would hit no targets at all regardless of range. These penalties only apply while moving. If one is hovering or levitating they will suffer no penalties.
One other interesting point about this: even flying monsters such as Manticores take this penalty to hit if they are moving rather than hovering. It would be assumed that they would have the necessary practice at firing while moving but even they will not do it as well as they might if they were hovering or on the ground. Even a dragon using a breath weapon will not hit their targets as perfectly as they otherwise would from the ground. Targets of a flying dragon gain +2 to their saving throws.
One other important note about flying creatures. Once they take damage equal to 50% of their hit points they must land. After 75% of their hit points have been lost they will be unable to safely land and may crash hard into the ground. However wing types vary. Membranous wings such as those of a succubus or dragon are different than feathered wings of a griffin. Feathered wings are not as easily damaged and thus creatures with them are only forced to land if they take even more damage. This amount is calculated by adding 50% hit points to the creature and then dividing the total by two.
As you can see…..First Edition expected adventurers would eventually desire to fight in the air at some point in their careers. Fifth Edition presumably does not have this expectation. Or perhaps the designers intend for the combat to be treated the same as any other.
Combat Against Aerial Creatures is Dangerous
Even if you can find a way to fly…..doing so has it’s own risks. For a person knocked off of their flying carpet is in serious trouble. A person whose potion of flying has run out is going to wish they stayed on the ground. Aerial creatures are used to fighting in the sky. Humans and humanoids are not. Engaging them in the air is dangerous business. And engaging from below can be equally dangerous. Avoiding these encounters entirely is often the best option. But sometimes there is no option to avoid fighting flying monsters in the sky in Dungeons and Dragons.
Bards in dungeons and dragons began with 1st edition AD&D. There was no bard class in original Dungeons and Dragons. It was first suggested in the Strategic Review in volume two, issue number one. Even in Advanced Dungeons and Dragons 1st edition it was not considered a standard class. One could not begin life as a bard. In order to play a bard one had to begin life as a fighter. After fifth level but before 8th level one needed to change classes to that of a thief. After gaining five levels as a thief, but before gaining 9th level, one would then begin studying as a druid. At this point they would become a bard.
The Bard class information in Advanced Dungeons and Dragons 1st edition was hidden near the back of the player’s handbook in appendix II. It seemed almost to be an afterthought. In 1st edition only humans and half elves could play a bard. Their alignment choices were limited to neutral, chaotic neutral, neutral evil and lawful neutral. The bard class in 1st edition also had rather stringent ability score requirements. A minimum of 15 was required in strength, wisdom, dexterity and charisma. Strength was the skill needed for fighter abilities. Wisdom was for the druid abilities. Dexterity was required for thieving skills. And charisma was required for the charming ability of bards.
Later editions of the game have lightened up the restrictions to this class and made it a mainstream class choice. Far more players choose to play bards in 5th edition than ever chose to play them in 1st. The strict requirements and the multi-class requirements made it an unlikely choice for players.
The Bard Was a Jack of All Trades
The bard began life as a wandering minstrel. In 1st edition the class was sort of a jack of all trades. He was part fighter, part thief and part druid. But the bard also had some specific bard only abilities. The ability to play a musical instrument and charm creatures, monsters and non player characters was a powerful new ability. The bard also carried knowledge which was useful to the adventuring group. Because the bard was a story teller it was assumed that the bard would then have knowledge about legends and lore. They also were exposed to languages of other cultures and gained new languages as they gained in experience. The bard still retained thieving abilities at the same level that they attained prior to becoming a bard.
Bards in 1st edition were distinguished by colleges. These colleges were separated by a level range. In order for a bard character to use certain magical musical instruments they would need to reach the certain level range (or college) to qualify to use it without doing harm to themselves.
Bards in 1st edition were limited to using leather armor or magical chain mail. This made them far less likely to want to engage directly in melee combat. Their weapons were limited as well. A bard could only use the following weapon choices: clubs, daggers, darts, javelins, scimitars, slings, spears, staves, bastard swords, broadswords, long swords and short sword.
The bards poetic abilities raised the morale of party members and allies. It also improved their abilities to attack. Their singing could negate the effects of harpies and similar attack forms relying on song. It could even sooth the shriekers and end their wailing.
The legend lore ability of the bard could give them knowledge about magical items and even artifacts. And certain magical items which had a musical nature could be used far better by a bard than anyone else. And this was obviously true of the specific magical instruments of the bard provided in the Dungeon Master Guide for 1st edition.
Bards in Dungeons and Dragons 2nd Edition
In 2nd edition the bard was classified as part of the Rogue group. But in 2nd edition it became a standard class option. Ability score requirements were relaxed but thieving skills were reduced. It was still basically a jack of all trades type of class. Later the class was expanded in the Complete Bards Handbook.
Bards in Dungeons and Dragons 5th Edition
By fifth edition the bard was a basic class choice. Depending upon which bardic college that the player selects to follow the bard develops new skills and abilities. The bard has it’s own spell list in 5th edition. And the musical instrument of the bard is far less important than it was in the early editions.
Bards in Dungeons and Dragons
Bards have always been an unusual class in Dungeons and Dragons. In 1st edition it was rarely seen because few players chose to develop one. The strict requirements and limits to armor and weapons made it an unpopular choice. The bard was kind of a musical thief. Over the various editions of the game the bard evolved into a roguish character with less thieving abilities and more spell type abilities. It has never really been a strong melee class. While the bard has some fighting skills they have pretty much always been limited to light armor. This makes them vulnerable in close range combat.
But they can be a fun class to play. Even in 1st edition they can be a useful addition to the adventurers. Their knowledge and charming abilities can be game changers. Most of the time that I have seen bards in use in 1st edition were at conventions where pre-rolled characters were used. The variety of important skills that the bard has can make them quite useful in the dark depths of the dungeon.
Weather in Dungeons and Dragons is seldom considered when a Dungeon Master designs adventures. But life in medieval times or in a fantasy realm is not without it’s problems. One of the major problems in daily life is the weather. Unlike those who design fantasy worlds the people who live in them must deal with the elements on a daily basis. They do not live in air conditions rooms. Their roofs leak. When they travel they must brave the cold, the rain, the thunder and the lightning. These things can affect combat as well as travel. Even dungeons are not leak proof. If it is raining outside it is very likely that water will be flowing into the underground places of the world.
Terrain Matters
Obviously where a person is in the fantasy world is going to dictate what kinds of weather events might occur. If you are in the hottest part of the desert….do not expect rain. If you are in the frozen wastelands then do not count on a hot spell.
Desert Weather in Dungeons and Dragons
Deserts are harsh places even without weather events causing additional misery. The temperatures are hot. Often they are too hot to even wear armor without causing injury. Sandstorms can cause one to be blinded or worse. In extreme sand storms one’s skin might be flayed from the body by the whirling desert winds and rough sand stripping away skin. One possible table for random weather events in the desert might look like this:
71-80 Minor Sandstorm (blinding with reduced visibility)
81-90 Moderate Sandstorm (zero visibility)
91-99 Major Sandstorm (take cover quickly or be flayed alive by the desert sands)
00 Desert Cyclone (take cover or be swept into the funnel cloud and torn apart)
Storms at Sea
Storms at sea can be deadly for all those relying on wooden ships for safety. Weather events can strike suddenly and with little or no warning. Whirlpools, tidal waves and sudden thunderstorms can be terrifying to those aboard such craft. A possible table for such events might look like this:
01-60 Calm Seas
61-70 Choppy seas (waves of 10-15 feet)
71-80 Squall (sudden heavy rain and waves of 15-25 feet)
81-90 Minor Storm (sustained rain and waves of 15-25 feet lasting for 1-4 hours)
91-97 Major Storm (sustained rain and waves of 20-30 feet lasting for 2-5 hours)
98 Water Spout (tornado over water)
99 Whirlpool (sucks ships under)
00 Rogue Tidal wave (capsizes ships)
Mountains
Mountainous terrain can be dangerous enough without weather events. But weather events are common in such places. Heavy snows, avalanches and other conditions can be deadly to those traveling in such places. A possible table for such a place might look like this:
01-50 Clear skies but cool weather
50-70 Light snow and cold
71-80 Moderate snow but good visibility and very cold
81-90 Heavy snow and limited visibility and very cold
91-99 Blizzard with near zero visibility and extreme cold
00 Avalanche causes snow to sweep down the mountain and killing everything in it’s path
Frozen Tundra
Such places exist in the realms where only snow and ice can be seen in any direction. Glaciers cover such places. Food is scarce as animals can find little vegetation to eat and migrate to other places. Predators migrate to find prey. Only foolhardy travelers and reckless barbarians can be found in such places. A possible table for weather might look like:
01-60 Extreme cold but clear skies and good visibility
61-80 Extreme cold but steady snow and limited visibility
81-95 Extreme cold but blizzard like conditions and near zero visibility
96-00 Extreme sub-zero conditions with high winds causing wind chills extremely hazardous to human life
Grasslands and Plains
Most realms have a good portion of the land that are plains or grasslands. These lands are open and have lots of vegetation. They may be surrounded by forests and mountains but they are flat. A possible table for weather events might look like this:
01-60 Clear weather and sunny
61-70 Light rain
71-80 Moderate rain and thunderstorm
81-90 Heavy rain and thunderstorm
91-00 Tornado and thunderstorms
Forests
Forests are commonly found in any fantasy realm. Such places are often filled with dangerous animals and evil humanoids. But dangers also include storms. Rain can cause flooding. Thunderstorms can bring dangerous lightning strikes in the forest. A possible table for weather might include:
01-60 Clear weather and sunny skies
61-70 Light rain
71-80 Moderate rain and thunderstorms
81-90 Heavy rain and thunderstorms
91-00 Tornado and thunderstorms
Seasons Can Affect Weather Too
Weather in Dungeons and Dragons is not affected only by the terrain. The time of the year may make some events more or less likely to occur. Obviously rain tends to pick up in the spring. Snow is more likely to occur in winter or fall. Hot temperatures tend to be found in summer. What month of the year it is might indicate the season that is encountered. But if you are not keeping specific track of months or seasons a simple table might solve this issue:
1 Winter
2 Spring
3 Summer
4 Fall
A roll of a D4 could determine the season and you could modify your tables to adjust for the season. Obviously it is rare (but not impossible) for snow to be encountered in the middle of summer. A drought might be found to occur even in the middle of the spring rainy season. But these events are likely to be extremely rare.
Weather Tables in Dungeons and Dragons
The sample tables that I have given you are only suggestions. Obviously you should prepare a table specific to your terrain and fantasy realm. If travel is likely to occur in such places in your realm you should be prepared to determine weather events occurring during these expeditions. How specific that you get with your events may give you additional adventure opportunities. A snow storm could block a pass and cause your adventurers to take an inadvisable side trek through and cave system nearby. Heavy flooding might cause the delvers to cross a dangerous and unsteady wooden bridge nearby. Weather can force decision making by your adventurers that can lead to entirely unpredictable results.
Magic Can Affect Weather in Dungeons and Dragons
There are many spells which simulate or alter weather in Dungeons and Dragons. Call lightning, summon weather, control weather and other similar spells can cause weather events. Earthquakes can even be summoned. Such events can change the course of a campaign entirely. And your adventurers cannot always predict what might result from using one of these spells. As the Dungeon Master it is up to you to anticipate such things and assign probabilities accordingly. Tables set up in advance can help with such things and bring the decision down to a roll of the dice.
Articles About Weather in Dungeons and Dragons
Fortunately there are many sources of information about weather in Dungeons and Dragons. Some of the articles from the now dead Dragon Magazine discussed weather in great detail. Specifically you can find more information (and many tables) at:
Dragon Magazine # 108, page 12, “The Role of Nature: Systems for bringing environment into play,” Bruce Humphrey
Dragon Magazine #15, page 14, “Weather in the wilderness,” David Tillery.
Dragon Magazine #137, page 34 “Weathering the storms,” Lisa Cabala.
Or You Could Use a Simple Weather Generator Like This One
Weather events can change the flavor of a campaign. They can make it more realistic. They can even make it a bit terrifying. When the monsters are less dangerous than the elements things can get a little dicey. Fantasy realms are harsh places. They are hard worlds. People are not supposed to be able to get from point A to point B without a few bumps int he road. Some of those bumps are likely to be weather related.