Is there an official Forgotten Realms map for D&D 5e?

Is there an official Forgotten Realms map out for D&D 5e yet? Any book or map I can purchase if it is not available online?

As of now, I have the Starter Set which comes with the just the Sword Coast region of Faerun around Neverwinter (The Craggs, Sword Mountains, etc). I would like to know how does it all fit in?

From what I have read up on this topic, from 3.5e to 4e, FR had lot of changes to the geography. And in 5e FR, some event happened (The Sundering) which kind of restored it to 3.5e FR but not fully?

Is this homebrew Dreams&Sleep domain balanced compared to the official domains?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Dreams&Sleep Domain balanced compared to the other cleric subclasses?

Dream and Sleep Domain

Dreaming and sleeping might seem like the last thing to do in battle, but by infiltrating dreams one can undermine an enemies psyche, and by controlling their sleep, you can cause them to enter a slumber during the heat of combat. Gods of sleep and dreaming include Diirinka, Sehanine Moonbow, Niorun, Hypnos, and Morpheus.

Domain Spells

Level
1st Sleep, Dissonant Whispers
3rd Gentle Repose (R), Mind Spike
5th Catnap, Enemies Abound
7th Phantasmal Killer, Shadow of Moil
9th Dream, Synaptic Static

Aura of Mental Protection

As reaction, when a creature within 30 feet of you fails a wisdom, charisma, or intelligence saving throw, you can make them reroll the saving throw and take the higher result. You can use this a number of times equal to your wisdom modifier, regaining uses on a short rest.

Sleep Optimization

For you and creatures within 30 feet of you, a long rest only requires 7 hours instead of 8. This decreases to 6 hours when you reach 19th level.

Channel Divinity: Psychic Reconnoitre

At 2nd level, as an action, you can touch an unconscious or sleeping creature and use your channel divinity to affect its dreams to tear down its mental defenses. For 8 hours after the creature wakes up, they will have disadvantage on the first wisdom saving throw, the first intelligence saving throw, and the first charisma saving throw they make. They can get rid of this effect by taking a short or long rest.

Channel Divinity: Inception

At 6th level, as an action, you can target a creature within 60 feet of your who has taken psychic damage from a spell you cast in the last minute or has failed a saving throw against a spell of the enchantment or illusion school you cast in the last minute. You use your channel divinity to create layers and layers of dreams within their mind. That creature must make a wisdom saving throw or take 4d12 psychic damage and be stunned for the next round. The creature also ages by 1d4 years. The damage increases to 8d12 at level 15. A creature who fails a saving throw against your Inception once can never be aged by it again.

Psychic Spellcasting:

Starting at 8th level, whenever you deal damage with a cleric cantrip, you deal additional psychic damage equal to your wisdom modifier.

Mental Fortress:

At 17th level, you are always under the effects of a Mind Blank spell.

Is this homebrew Chromatic Dragon domain balanced compared to the official domains?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Chromatic Dragon Domain balanced compared to the other cleric subclasses?

Chromatic Dragon Domain

Fears rightfully by almost all creatures, Dragons terrorize vast swaths of the world and possess half its wealth and magic. If you worship them enough, or if you have draconic ancestry, you may share a sliver of their power.

Domain Spells

Level
1st Cause Fear, Absorb Elements
3nd Dragon’s Breath, See Invisibility
5th Elemental Weapon, Fly
7th Icestorm, Wall of Fire
9th Wrath of Nature, Destructive Wave

Subclass Restriction

Only Humans, Half Elves, Kobolds, and Dragonborn may take this domain.

Bonus Proficiencies

You gain proficiency in martial weapons and intimidation.

Draconic Type

At the end of a long rest, you choose a dragon color to embody. This grant you abilities depending on what you select that last until your next long rest.

Red

You gain a small breath weapon. As an action, you can exhale fire in a 15 foot cone. All creatures in that cone must make a dexterity save or take 1d4 fire damage. This increases to 2d4 damage at level 10 and 3d4 at level 19.

White

The water immediatly under your feet freezes, allowing you to walk across water. You are resistance to cold damage and are acclimatized to cold climated.

Green

You can cast protection from poison or detect poison and disease once each. You temporarily have the poison spray cantrip as one of your cleric spells.

Blue

You temporarily have the shocking grasp cantrip as one of your cleric spells. Whenever you cast, it, you can fly up to your remaining movement. You fall if not supported at the end of your turn.

Black

You are immune to acid damage.

Channel Divinity: Dragonic Fear

At 2nd level, as an action, you use your channel divinity to imbue your self with fear. You gain advantage on intimidation checks for the next hour.

Channel Divinity: Dragonic Transformation

At 6th level, as an action, you use your channel divinity to turn yourself into a draconic avatar. You gain a flying speed of 60 feat and a +2 to your armor class for one minute.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the divine energy of a dragon. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. The damage type depends on your current Type: Red is fire damage, white is cold damage, green is poison damage, blue is lightning damage, and black is acid damage. When you reach 14th level, the damage increases to 2d8.

Dragon Master

At level 17, you gain additional features based on your current type.

Red

You are immune to fire damage.

White

Your skin is so cold that whenever you a creature escapes your grapple, or you escape a creature’s grapple, that creature takes 8d4 cold damage.

Green

Whenever a creature reduces you to zero hit points, they are poisoned for one minute.

Blue

You can cast lightning bolt twice.

Black

You can cast the acid splash cantrip as a bonus action.

Is this homebrew Music Domain balanced compared to the official domains?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Music Domain balanced compared to the other cleric subclasses?

Music Domain

Although usually the realm of bard, musical magic is often used by divine entities. God of music include Apollo, Bragi, Olidammara, and Milil.

Domain Spells

Level
1st Heroism, Alarm
3nd Calm Emotions, Enthrall
5th Beacon of Hope, Tongues
7th Dominate Beast, Conjure Woodland Beings
9th Danse Macabre, Commune (R)

Bonus Proficiencies

You gain proficiency in the performance skill, and in 4 instruments of your choice. Choose one instrument you are proficient in. You double your proficiency bonus for skill checks made that involve playing that instrument.

Song Of Encouragement

Whenever you cast a spell of first level or higher that has a verbal component, choose one creature within 30 feet of you. That creature gets a bonus to one ability check, saving throw, or attack roll they make within the next minute of their choice equal to the level of the spell you cast. If they do not use the bonus within the minute it is lost. If a creature has multiple bonuses, they can only benefit from one on any given use.

Holy Voice

You are unaffected by the silence spell.

Channel Divinity: Musical Number

At second level, when you are not in combat, you can use your channel divinity to perform a 1 minute divinely inspired song and dance routine to convince/intimidate onlookers. For the next 10 minutes, you gain advantage on all charisma checks involving creatures who saw and heard your performance.

Channel Divinity: Enchant Creatures

At 6th level, you can use your channel divinity and perform a one minute song that enchants weak onlookers. At the end of the song, all creatures of CR 1/8 or lower who were within 60 feet of you during your performance must make a wisdom saving throw. Otherwise, they serve you loyally for the next hour, though they will not put themselves in immediate danger, and all enchanted creatures will stop serving you and run away if any of them take damage.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Epic Composition

At level 17, you can spend 10,000 gold and 100 hours to create a musical masterpiece, a scroll of sheet music with immense power. You can do this only once, though you can recreate the same piece for 1,000 gold and 10 hours if the original is destroyed. As an action when you have both hands free, you can unroll the scroll and the sound of the music will begin to play magically all around you for the next minute. You must have both hands free during the entire minute to conduct the magical music. During this minute, you cannot concentrate on spells, make attacks, or cast spells. If you are unconscious, the music ends. At the end of the minute, if the music played for the entire minute an effect occurs depending on the piece you created and the scroll is destroyed:

Also Sprach Zarathustra:
All creatures, excluding yourself, within 120 feet of you take 10d10 radiant damage and are blinded until the end of their next turn. All magical darkness within 120 feet of you is dispelled. This counts as one round of exposure to direct sunlight.

Cannon in D:
You cast meteor storm without expending a spell slot.

Komm Susser Todd:
All creatures within 1 mile of you become telepathically linked. They can read the surface level thoughts and emotional state of any other creature in the linking, regardless of language proficiency, as long as they are in the same plane of existence. This linking lasts for 1 hour, after which, all creatures in the linking, including you, take 6d12 psychic damage. A creature killed by this damage disintegrates into orange goo.

Is this homebrew Chaos domain balanced compared to the official subclasses?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Chaos Domain balanced compared to the other cleric subclasses?

Chaos Domain

While most gods create some from of order, others prefer its destruction and embrace entropy and unexpectedness at all times. Gods of chaos include Eris, Sutr, Zurguth, and Mask, though many clerics worship Chaos itself.

Domain Spells

Level
1st Chaos Bolt, Grease
3rd Crown of Madness, Knock
5th Bestow Curse, Summon Lesser Demons
7th Confusion, Hallucinatory Terrain
9th Mislead, Maelstrom

Constant Flux

Before you roll any attack roll, saving throw, or ability check, you may flip a coin. On a heads, you gain advantage on the roll, on a tails, you gain disadvantage.

Cantrip Substitution

You learn one cantrip of your choice from any spell list, it counts as a cleric cantrip for you. Whenever you finish a long rest, you may swap it with a different cantrip.

Channel Divinity: Baleful Transposition

At 2nd level, as a reaction at any time, including during your turn, you can use your channel divinity and select any creature within 30 feet of yourself. The creature must make a charisma saving throw. You and the creature switch posisitions on a failed save.

Channel Divinity: Chaotic Casting

At 6th level, whenever you cast a spell, you can use your channel divinity to roll twice on the Wild Magic table. Choose which one of the effects you rolled happens.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Random Magic

At 17th level, as an action, you can choose 12 9th level spells with a casting time of 1 action that lack costly material components. Assign each a number 1-12. Roll a d12. You cast that spell as a cleric spell without expending a spell slot. Once you use this ability you cannot do so again until you finish a long rest.

Is this homebrew Far Realms domain balanced compared to the official domains?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Far Realms Domain balanced compared to the other cleric subclasses?

Far Realm Domain

You worship the creatures that dwell in the infinite abyss beyond the outer planes, that most creatures cannot even comprehend. Gods of the Far Realms include Cthulu and Tharizdun.

Domain Spells

Level
1st Arms of Hadar, Cause Fear
3rd Magic Mouth (R), Mind Whip
5th Clairvoyance, Hunger of Hadar
7th Black Tentacles, Summon Aberration
9th Antilife Shell, Contact other Plane

Bonus Proficiencies

You gain proficiency in Intelligence saving throws and Deep Speech.

Aberration Lesser Boon

You gain one of the following abilities of your choice:

  • As an action, you can turn your arms into tentacles, increasing your reach by 5 feet. For the purposes of grabbing objects, your reach increases by 20 feet, though you cannot attack or cast touch range spells in this range. You can transform them back into normal arms as an action.

  • As an action, you become slimy, slippery, and rubbery. This gives you advantage on checks to escape from grapples and restraints, and allows you to fit through spaces only 6 inches across. You can transform to solid, dry form as a bonus action.

  • You always know if your mind is being read. You can use your reaction to do 1d12 psychic damage per level you have to whoever is reading your mind, unless they succeed on an Intelligence saving throw.

Channel Divinity: Greater Arms of Hadar

At 2nd level, when you cast arms of hadar, you can use your channel divinity to increase the effect. When you do so, all creatures who failed their saving throw are stunned until the end of their next turn, in addition to the spell’s normal effects.

Channel Divinity: Gibbering Mouther

At 6th level, as an action when you are grappling a creature or being grappled, you can use your channel divinity to grow mouths across your entire skin. The other creature takes 4d4 piercing damage and stops grabbling you if you are the one being grappled. It becomes frightened for 1 minute. The creature can make a wisdom saving throw at the end of each of its turns to stop being frightened.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

True Form

At 17th level, when you are reduced to zero hitpoints, you can choose to briefly reveal the true form of an aberration. All creatures who can see you must make a dexterity saving throw to avert their eyes. On a failed save, they are frightened for one minute. At the end each of their turns, they can make a wisdom saving throw to stop being frightened. In addition, you regain 1 hitpoint. You can use this feature only once per long rest.

Is this homebrew hunting and archery domain balanced compared to the official domains?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Hunting&Archery Domain balanced compared to the other cleric subclasses?

The Hunt and Archery Domain

You worship those who will let you pursue your prey to the ends of the multiverse. Gods of hunting and archery include Artemis, Ullr, Solonor Thelandira, and Balinor.

Domain Spells

Level
1st Hunter’s Mark, Ensnaring Strike
3rd Locate Animals or Plants (R), Cordon of Arrows
5th Conjure Barrage, Haste
7th Dimension Door, Locate Creature
9th Swift Quiver, Hold Monster

Bonus Proficiencies

You gain proficiency in nature and in simple and martial ranged weapons.

Archery

You gain a +2 bonus to ranged weapon attack rolls.

Channel Divinity: Greater Hunter’s Mark

At second level, whenever you cast hunter’s mark, you can use your channel divinity to make the extra damage apply to all creatures who attack the targeted creature, not just you.

Channel Divinity: Tracking Beacon

At 6th level, whenever you make an attack roll with a ranged weapon, you can use your channel divinity to imbue it with tracking magic. On a hit, the target takes the usual damage. In addition, you know the exact distance, but not direction, to the target. If the target is in another plane, you know the plane. You can only have one creature tracked in this way at any one time. You can stop tracking a creature as an action.

Divine Shots

At 8th level, you gain the ability to infuse your weapon strikes with the divine energy. Once on each of your turns when you hit a creature with a ranged weapon attack, you can cause the attack to deal an extra 1d8 force damage. This increases to 2d8 damage at level 14.

Impossible Arrow

At level 17, you always have advantage on ranged weapon attacks, and your attacks ignore cover.

Are there any descriptions of the casting of Identify in official writings?

I am making a list of how my wizard would cast spells, specifically using the components supplied. Sometimes this is pretty obviously a joke which I can play upon, but sometimes the components don’t really make any sense (to me at least).

Identify (D&D 5e) specifically calls for a 100gp pearl, and an owl feather. My understanding is that previous editions had the same components, albeit the pearl was consumed. I can’t see what this is meant to represent, and designer intent is off topic, but I am aware that there are multiple novelisations of various D&D realms; none of which I have read.

In these novelisations, or any other official sources (including sources which were once official and no longer are, cannon, comment or otherwise), is there a description of someone casting Identify using the components?

I don’t care if it is forgotten realms or any other setting, don’t care the age of the information or what edition it was originally intended for, nor do I care if it is divine magic, arcane magic or any other source – as long as a pearl and owl feather are involved. I am mostly interested in the ritual casting of the spell, but the quick casting using the components is also of interest as I can extrapolate a ritual from that, and bonus points for both!

Is the Gelatinous ice cube familar official?

During the D&D celebration 2020 a new option for a familiar was revealed in the form of the image below.

I assumed it was official material because it was produced directly by wizards event though it does not appear in the the latest book (Tasha’s cauldron).

Is there any official word on if the 2020 celebrations material is legal in; adventure league, ordinary games or essentially homebrew?

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Are the Revenant rules official? If so which book are they in? [duplicate]

Critical Role spoiler ahead:

I have found the rules for this listed on Unearthed Arcana and homebrew sites but have the rules for Revenants been officially published as of yet? and What are the playable D&D races in 5e, and where can I find them?. lists as below:

Revenant (UA: "Gothic Heroes"), actually a subrace that can be applied to human, dragonborn, or tiefling

Does this, therefore, mean that Revenants are not official (come under the unofficial/official that UA rules do until they are published officially in a paid for book)