Upon completion of the adventure, each character may select one treasure bundle listed below.
The Ruinbound are mutants that can be born to any humanoid species that has contact with the Daelkyr or their minions. A Ruinbound is born with a personal symbiont—an unnatural entity bound to the child. Unlike most symbionts, this entity cannot be separated from its host, and the two are permanently fused. Many Ruinbound have additional disturbing mutations; you can roll on the Ruinbound…
Weapon (morningstar), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Morningstar 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. Sap. If you hit a creature with this weapon, that…
Weapon, very rare You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
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…
Magic Items for Starting Characters If you’re starting a campaign for characters above level 1, the Player’s Handbook offers suggestions for how many magic items such characters should start with and the rarity of those items. Consider these approaches to determining the items each character receives: DM Choice: Choose items for each character using your own judgment. Player Choice: Let the…
Weapon (morningstar), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Morningstar 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. Sap. If you hit a creature with this weapon, that…
Weapon (war pick), 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…
Weave Beguiling Fey Magic The College of Glamour traces its origins to the beguiling magic of the Feywild. Bards who study this magic weave threads of beauty and terror into their songs and stories, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held fears, and tug at…
Origin Feat You gain the following benefits. Cantrip. You learn the Resistance cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). You can cast the Resistance cantrip as a Bonus Action. You can do so a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. Sheltering Aid.…
Rod, rare (requires attunement) This wooden fool’s scepter is painted with vibrant, unsettling colors that depict a grinning face. While no creature is attuned to the marotte, the face looks like the infamous Chuckles, the Lord of Fools. While holding the marotte, you can use it as a Spellcasting Focus for your spells, you gain a bonus to spell attack rolls and your spell save DC determined by…
Upon completion of the adventure, each character may select one treasure bundle listed below.
Wondrous Item, common This scrap of paper bears a table with space for five names. If you write a creature’s name in one of the blank spaces on the table, it will shuffle the text to show their ranking as a duelist relative to all the other individuals named on the table. This appears to be calculated based on the number of duels the named individuals have won over the past year. The source of…
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…
Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit. Spell Tags: Damage Available For: Paladin (Legacy), Paladin, Paladin - Oath of Castigation
Weapon, rare You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Armor (shield), uncommon While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye. Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
Wondrous Item, common This flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations.
Rod, very rare (requires attunement) This wooden fool’s scepter is painted with vibrant, unsettling colors that depict a grinning face. While no creature is attuned to the marotte, the face looks like the infamous Chuckles, the Lord of Fools. While holding the marotte, you can use it as a Spellcasting Focus for your spells, you gain a bonus to spell attack rolls and your spell save DC determined…
Characters earn an advancement towards their next level. If they decline the advancement, they also do not earn any treasure but are still eligible to earn marks of prestige or other non-treasure rewards.
Weapon (war pick), uncommon (requires attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage…
Bring Light to Banish Darkness The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness. The Light Domain is associated with gods of truth, vigilance, beauty, insight, and renewal. Some…
This mark of prestige is granted to all characters who made a deal with the Night Hag coven.
Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends. For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in…
Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only. A creature Blinded by this spell makes another Constitution saving throw at the…
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