Waterdeep: The City of Splendors world illustration - High Fantasy theme
High Fantasy

Waterdeep: The City of Splendors

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Tome64

This is a custom adaptation of Waterdeep. Designed for narrative-rich, exciting experience.


Author's Note: Welcome to Waterdeep, The City of Splendors! The game is now in a playable state. More updates are coming, so sync often. Roadmap and recent updates are listed below at the end. You can join the Friends and Fables Discord in #Waterdeep: The City of Splendors for feedback, discussion, or suggestions. This is an adaptation of Waterdeep, one of the most iconic cities in the Forgotten Realms. Meaning there are some changes made to canon lore. Some minor and some major. The design is made with plans to support both Waterdeep: Dragon Heist and Dungeon of the Mad Mage—though they’re going to be optional. Right now a good deal of Dragon Heist is prepared, ready to get you started if you wish. Ultimately, you’re free to explore at your own pace and do as you please. The city is your's to shape. This is meant as a way to learn or enjoy Dungeons & Dragons and not to replace the original experience. Nothing replaces the experience of a real table, a real Dungeon Master, and a group of friends. If this inspires you, support the official releases and pick up the books! Even if you never play in person they're nice to own and use for reference. Roadmap Add Monsters, Items, Spells Add NPCs for factions and locations. (Shop keepers, faction leaders and members, etc.) Revise POI's as needed after the POI update. Recent updates Gods V1 completed (Additional Pantheon's coming) Art and Factions Updated Added Guildhall Locations Added Guild Factions Added Religion Factions Updated BG3 Characters as Playable in Waterdeep. New custom lore for each character to place them in Waterdeep with new plot hooks and arcs to follow. Updated Playable Characters Added Factions Map v1 completed
Played21 times
Cloned4 times
Created
22 days ago
Last Updated
Yesterday
VisibilityPublic
Plane Shift
ConjurationLevel 7
Plane Shift

Description

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

Spell Details
Level7
Range1
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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