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Wildemount for D&D 5e (2014): Complete Player and DM Guide
The complete D&D 5e 2014 Wildemount guide: two Dragonborn variants and three dunamancy subclasses, all five regions, thirteen factions, 33 magic items plus the Vestiges of Divergence and Arms of the Betrayers, and how to run the Dwendalian-Kryn war.

D&D 5e Artificer Guide (2014)
Complete D&D 5e 2014 Artificer guide from Eberron: Rising from the Last War and Tasha's Cauldron of Everything. Covers Infuse Item, the full Infusions Known progression, all 15 Artificer Infusions, Replicable Items, and the 4 specialists.

D&D 5e 2014 Dungeon Master Guides Hub
The D&D 5e (2014) Dungeon Master hub: session mechanics, quick-reference tables, and every guide pulled from the 2014 Dungeon Master's Guide and Monster Manual.

D&D 5e 2014 Cosmology, the Planes, and Supernatural Regions
How the D&D 5e (2014) planes fit together and how to use them in a campaign: the Great Wheel, planar travel, the Astral and Ethereal Planes, the Elemental Planes, a tour of all sixteen Outer Planes plus the Outlands and Sigil, and Tasha's supernatural regions, magical phenomena, and natural hazards.

D&D 5e 2014 Creating Adventures Guide: Step-by-Step Design
How to design a D&D 5e (2014) adventure from the Dungeon Master's Guide Chapter 3: the elements of a great adventure, location-based and event-based structure, mysteries, intrigue, twists, character objectives, and random encounters.

D&D 5e 2014 Creating Campaigns Guide: Long-Arc DM Design
How to build a D&D 5e (2014) campaign from the Dungeon Master's Guide Chapter 1 and Chapter 6: starting small, world-shaking events, play style, tiers of play, genre flavor, linking adventures, and campaign tracking.

D&D 5e 2014 DM Quick Reference: All the Tables
Every cross-chapter D&D 5e (2014) DM lookup table on one page: Typical DCs, XP thresholds and encounter multipliers, travel pace, foraging, tracking, and NPC attitude.

The D&D 2014 DM's Toolbox: NPCs, Sidekicks, Patrons, and House Rules
Everything a 2014 D&D Dungeon Master needs to build on the fly: NPCs, the Expert/Spellcaster/Warrior sidekick classes, the eight group patron archetypes, dungeons, wilderness, settlements, traps, house rules for ability checks and combat, and the homebrew process for monsters, spells, magic items, races, classes, and backgrounds.

D&D 5e 2014 Downtime Activities Guide: Between Adventures
What a D&D 5e (2014) character can do between adventures: property upkeep, building a stronghold, carousing, crafting and selling magic items, gaining renown, running a business, sowing rumors, and training to gain levels.

Reading, Using, and Running Monsters in D&D 2014
How to read a 2014 Monster Manual stat block, decide where a monster belongs, reskin or customize a creature, and run nine iconic factions - Beholders, Dragons, Giants, Gnolls, Goblinoids, Hags, Kobolds, Orcs, and Yuan-ti - as smart antagonists rather than stat-block swaps.

Running the Blood War in D&D 2014
How to run Devils, Demons, and Yugoloths as three distinct antagonist factions instead of interchangeable horned enemies, sourced from Mordenkainen's Tome of Foes.

D&D 5e 2014 Running the Game: DM Session Mechanics Guide
How to resolve checks, attack rolls, and saves; run exploration, social scenes, combat, and chases; and handle disease, poison, madness, and XP - straight from the 2014 Dungeon Master's Guide, Chapter 8.

D&D 5e 2014 Treasure and Rewards Guide
What a D&D 5e (2014) DM can hand a party beyond gold and magic items: the four categories of treasure, supernatural gifts (blessings and charms), marks of prestige, and the full list of 20th-level epic boons.

Eberron for D&D 5e (2014): The Complete Setting Guide
The full Eberron: Rising from the Last War for D&D 5e 2014: the four new races and the Artificer, all thirteen dragonmarks, seventeen Khorvaire nations, Sharn ward by ward, seventeen factions, every original magic item, and the tools to run a campaign.

D&D 5e 2014 Magic Items Guide — Rarity, Attunement & Activation
How D&D 5e (2014) magic items work: rarity tiers and value, buying and selling, identifying an item, attunement rules and limits, activation methods, resilience, curses, and sentient items.
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