Weapon (dart), uncommon These magic weapons have been tempered to glide through the wind, doubling the normal and long ranges of their Thrown property. Ranged attack rolls made with these weapons ignore air-based hindrances, such as fog and high winds, allowing them to be made without the normal Disadvantage or not automatically miss as a result of those obstructions. Proficiency with a Dart…
Weapon (club), legendary (requires attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted…
One of the best ways to learn how to run a D&D; game is to observe other DMs in action. Another DM can give you a solid foundation for understanding the role—as well as inspire you with cool things you can do in your games. You can use these questions to help you reflect on a game you observe: Beginning the Session. How did the DM start the session? Was there a recap? Body Language. What gestures…
Wondrous Item, rare A Blast Disk holds destructive arcane power. A typical Blast Disk is about nine inches in diameter and one inch thick, made from layers of different metal; dragonshards are embedded in the surface of the disk and arcane symbols are engraved in its surface. Anyone studying the surface of the disk can make an Intelligence (Arcana) check corresponding to the save DC of the…
Type: Martial Melee Weapon Cost: 300 GP Weight: 2 lbs Damage: 1d4 Bludgeoning Properties: Light, Thrown (range 20/60), Returning Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Returning Club, you must take the Advanced Weapon Proficiency feat. This weapon has the following Mastery Property. To use this…
General Feat (Prerequisite: Level 4+, Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20. Parry. If you’re holding a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you. You gain this bonus…
It was a thin, stoop-shouldered man not much under six feet tall... His age was perhaps thirty-five, but the odd, deep creases in the sides of his neck made him seem older when one did not study his dull, expressionless face. He had a narrow head, bulging, watery blue eyes that seemed never to wink, a flat nose, a receding forehead and chin, and singularly undeveloped ears. His long, thick lip…
Attacks and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as Resistance, rely on the types. The Damage Types table offers examples to help a DM assign a type to a new effect.
Armor (ring mail), very rare You have a +2 bonus to AC while wearing this armor. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
Weapon (club), rare (requires attunement) A demonglass shard is inlaid into this weapon, granting it magical properties. Though the fiendish presence embedded within cannot speak directly to its wielder, its presence is keenly felt by those whose blood it spills. You have a +1 bonus to attack and damage rolls made with this magic weapon. On a Critical Hit, the target is Frightened of you until…
Weapon (dagger), varies (requires attunement) The hilt of this magic weapon is adorned with ornate, decorative keyholes outlined in golden filigree. Three (Uncommon). Three ornamental keyholes adorn the weapon’s hilt. You have a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you take the Attack action, you can transform this weapon into a Handaxe or Mace. It remains…
Weapon (glaive), rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn’t a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken. Proficiency with a Glaive allows you to add your proficiency bonus to the attack roll for any…
| 1d100 | Haunting |
|---|---|
| 01–07 | Cursed Hireling |
| 08–15 | Free-Roaming Spirit … |
Spells Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your…
No two DMs run the game in exactly the same way—and that’s how it should be! You’ll be most successful as a DM if you choose a play style that works best for you and your players. The Rule of Fun D&D; is a game, and everyone should have fun playing it. Everyone shares equal responsibility in moving the game along, and everyone contributes to the fun when they treat each other with respect and…
Weapon (any simple or martial), rare (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, you can take a Bonus Action to cause it to shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. You can extinguish the light as a Bonus Action. The weapon has 4 charges. You can take a Reaction immediately after being…
List of Appendix C - Handouts from the Stranger Things: Welcome to the Hellfire Club.
If there are parts of the game you prefer not to handle yourself, assign them to players who enjoy them. If you don’t want to break your narrative stride by looking up a rule, designate another player to be the rulebook reference expert. If you don’t like tracking Initiative, ask another player to do so.
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal’s destination is visible through it. The portal has a front and a back on each plane…
Weapon (dart), rare Made from the claws, teeth, and bones of lycanthropes, this Dart is particularly effective against other lycanthropes or vampires. You gain a +2 bonus to attack and damage rolls made with this weapon. Additionally, on a successful attack against a lycanthrope, the target is forced back into its humanoid form unless it succeeds on a DC 10 Charisma saving throw. Also, damage…
↓ Use Minimum Hit Points and Damage Rolls for this character.
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Weapon (any simple or martial), varies (requires attunement) Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to…
Dreaming Dark Infiltrators are spies sent to gather intelligence. They plant psychic seeds in their minds of their foes that enhance the infiltrators’ combat prowess against those enemies.
Type: Simple Melee Weapon Cost: 1 SP Weight: 2 lbs Damage: 1d4 Bludgeoning Properties: Light, Slow Proficiency with a Club allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to it,…
Weapon (spear), legendary (requires attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted…
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