Dreaming Dark Infiltrator
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.
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.
Infiltrators can pass as human, their serpentine features limited to scaly skin, forked tongues, and other minor or internal transformations. These spies insinuate themselves among their rivals, manipulating others and making foes vulnerable to the plots of more powerful yuan-ti. Yuan-ti Exploiting pacts with sinister supernatural forces, yuan-ti bargain away their humanity for the lethality and…
In this encounter, the characters come across the scene of a bandit attack on a merchant’s caravan. The scene, however, is partially staged. The supposed survivors the characters encounter are bandits hoping to trick and capture them.
Origin Feat You gain the following benefits. Cantrip. You learn the Friends cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). Cunning Diversion. You can take the Dodge action as a Bonus Action. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long…
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Each Dark Bargain is unique, and a character can enter into a given bargain only once. A character could be bound to multiple Dark Bargains at one time, but each one only once.
Medium or Small Humanoid, Lawful Evil AC 15 Initiative +3 (13) HP 104 (16d8 + 32) Speed 30 ft.
Jeholrak Infiltrators are specialist members of Jeholrak society, hired by Jeholrak Politicians to eliminate other politicians. They are, in essence, master assassins whose primary purpose is to act as a wedge in the complex interplay of Jeholrak politics. The assassination of a particular politician is usually requested by another who has less influence, intending to clear space for their…
Weapon (morningstar), rare (requires attunement) This glowing Morningstar sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet while you hold it. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon, which deals an extra 1d4 Radiant damage on a hit. In addition, you can cast the Daylight spell using the weapon. Once the weapon has been used to…
Become One with a Cosmic Being Your patron is a cosmic parasite, draining the vitality of entire peoples and worlds. Upon forging a pact with such a patron, you become host to one of its nascent offspring. As you grow in power, the boundary between your identity and the parasitic larva within blurs. Level 3: Spell Siphon Your patron has taught you to siphon magic from your enemies and make it…
Weapon (rapier), very rare (requires attunement) This item appears to be a sword hilt that has a small hole on either end of it. The hilt is made of clear quartz and contains an hourglass with sand inside it. Despite the holes on the hilt, the sand never seems to flow out of the hourglass. You can take a Bonus Action and use a command word to cause it to magically form a thin blade of sand. The…
An Adventure for Level 1-4 Characters Darkness in Nulb is designed for level 1-4 characters and optimized for five level 2 characters. This adventure should be completed in four hours or less. Darkness in Nulb occurs in and around the village of Nulb in the southeastern portion of the Viscounty of Verbobonc in the Flanaess on Oerth. See the Dungeon Master’s Guide for more details on the Greyhawk…
Scores of tents are pitched among a few ramshackle wooden buildings in this rather pathetic attempt at a village. The bridge over the river known as Imeryd’s Run looks treacherous but holds under the foot traffic, horses, and heavily laden carts that pass over it. In almost a mockery of a typical village, all sorts of businesses, artisans, and craftsfolk are plying their trades and hawking their…
On the Elemental Plane of Earth, galaxies of gemstones twinkle over vaults of treasure. If dao are there, so is wealth worth hunting. —Gundren Rockseeker, Dwarf Treasure Hunter Genies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move through the earth unimpeded, exploring depths inaccessible to most. Dao delight in the treasures of the earth, whether raw…
Armor (double mail), rare (requires attunement) This armor has 3 charges and regains 1d3 charges daily at dawn. Each time you would receive a level of Exhaustion, you may spend a charge to negate that Exhaustion. As long as the armor has at least 1 charge remaining, your cannot take penalties to your Speed. Also called tvifold brynja, the rings of this chain mail are doubled, so each pair is…
Weapon (handaxe), very rare (requires attunement) This magical axe is imbued with a destructive force that builds with each consecutive strike. You have a bonus to attack rolls and damage rolls made with this magic weapon equal to the number of charges it currently has. The Handaxe gains 1 charge each time you hit a target with it, up to a maximum of 3 charges. When Timber gains its third charge,…
A mitflit with the ingenuity to both bully others and cajole loyalty rises to the boss of a mitflit gang. Gremlins Gremlins are cruel fey tricksters and saboteurs who have acclimated to life on the Material Plane, finding distinct niches for their inventive destructiveness.
Wondrous Item, rare (requires attunement) This pill-shaped magical mechanism is 2 inches long and made of brass and glass. It has a pair of tiny wings that silently keep it aloft. It hovers up to 5 feet in the air and does its best to stay at your side within your space. The bee can pass through another creature’s space and doesn’t provoke Opportunity Attacks. The bee has 8 charges and regains…
You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Spell Tags: Damage, Debuff Available For:…
You twist your fingers and fate seems to follow suit. Until the end of your next turn, you can reroll any ability check you make to play nonmagical games of skill and must use the new roll. Therefore, this spell could influence a game of poker, but not the result of a Deck of Many Things. Available For: Bard (Legacy), Sorcerer (Legacy), Warlock (Legacy), Wizard (Legacy), Bard, Sorcerer, Warlock,…
Medium or Small Humanoid, Lawful Evil AC 19 Initiative +4 (14) HP 180 (24d8 + 72) Speed 30 ft.
Dark Bargains weave Druskenvald’s essence into the characters who dare to strike them. These ancient agreements bind the land, its magical energies, its creatures.. and you. The effects bring boon and bane alike. It may be best for some sinister characters to offer their bargains plainly, letting the lurking curses reveal themselves only when the time is right. Beware your entry into these…
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In…
General Feat (Prerequisite: Level 4+) You gain the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Sacred Magic. You learn the Light spell and can cast it without Material components. If you already know that cantrip, you learn a different Cleric cantrip of your choice. The spell’s spellcasting ability is the ability…
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice). Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage…
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