Sinister fleshwarpers reshape captive urdefhans into these juggernauts of war. Their clear skin is hardened into a thick, mirror-like carapace, creating an intimidating exoskeleton. Mulventoks don’t live long; within weeks—or, at most, months—their hyper-developed muscles split open their toughened skin, and they erupt in a shower of gore. A mulventok’s creator shapes their mind just as much as…
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…
Lily pays 50gp for the pest control job, and a 300gp bonus for clearing the Ankhegs. Ianna is handy and, if the party are willing to wait, she can make a quiver of 20 Ammunition +1 arrows from Ankheg antennae and a Breastplate +1 from an Ankheg carapace.
Lily doesn’t believe Gareld ’s stories; she thinks he spends too much time gossiping in the tavern. Although neither would willingly admit it, Lily and Gareld both see the other as their closest friend. Lily thinks Ianna left before the end of her shift yesterday and hasn’t bothered showing up today. The holes appeared around a month ago; more show up every night when the Ankhegs burrow and…
Ketgrinn are catlike Fey spirits who delight in puzzles, riddles, and bargains. They have large, bright eyes and too-wide grins that gleam starkly even in shadows. Ketgrinn are tricksters and spies, often sent by those they serve to steal the voices of a rival’s minions to sow chaos and confusion. Secret. Ketgrinn can’t resist a puzzle or riddle, and a difficult one can send a ketgrinn’s mind…
You could increase the amount of Ankhegs in the nest, and have 1d6 larvae hatch at the start of each round.
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Selling Equipment Equipment fetches half its cost when sold. In contrast, trade goods and valuables—like gems and art objects—retain their full value in the marketplace. The Dungeon Master’s Guide has prices for magic items.
Weapon (morningstar), rare (requires attunement) This magic weapon has 5 charges. When you hit a creature with it, you can expend 1 of the weapon’s charges to negate all of the creature’s Resistances to damage until the end of your next turn. The weapon regains 1d4 + 1 expended charges daily at dawn. Proficiency with a Morningstar allows you to add your proficiency bonus to the attack roll for…
With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its…
When you cast this spell, your eyes pass over a page of written text that is committed to your memory. For the next year, you remember the exact details of all information on the page. After that time, you have Advantage on all Intelligence checks you make to recall this information. Available For: Bard (Legacy), Cleric (Legacy), Wizard (Legacy), Bard, Cleric, Wizard
This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your…
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 (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…
Armor (ring mail), legendary You have a +3 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.
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.
Wondrous Item, rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together. You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere…
This supplement includes the tools you need to play Dungeons & Dragons adventures set in ancient Netheril, a long-fallen empire in the Forgotten Realms. Monster stat blocks referenced appear in the Monster Manual or appendix B. This introduction gives an overview of ancient Netheril and its history. Although this introduction is suitable for all players’ eyes, the remainder of this supplement is…
You grew up in a land of living god-kings, and as a child you were told countless stories of ancient empires and buried cities. In these tales, Mulhorand was a land overflowing with forgotten riches—priceless treasures awaiting anyone cunning and brave enough to seek them out. You’ve taken it upon yourself to explore your homeland’s crypts, tombs, and pyramids to reclaim your people’s relics.…
Fenrikyn are warped worgs and winter wolves, altered by the influence of Fenris, the Great Wolf. Fenrikyn roam the cold forests and the hills of the Northlands, devouring all that they encounter. Generally solitary, fenrikyn have been known to gather into small packs or to take over a pack of wolves or worgs. Though they despise most living things, they reserve their greatest enmity for…
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is…
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target reappears in the space it left or, if…
You untangle a single thread of fate to encourage a different result. The creature that failed the D20 Test can reroll it with Advantage, and the creature must use the new roll. If the D20 Test is successful, the creature gains 6d10 Temporary Hit Points from its strengthened fate. Available For: Bard (Legacy), Cleric (Legacy), Warlock (Legacy), Wizard (Legacy), Bard, Cleric, Warlock, Wizard
You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge,…
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