You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change…
Type: Vehicle (Water) Cost: -- Weight: -- The smallest of the flat-keel longships, the karvi can traverse shallow waters to transport goods, fish, and even raiders. While a karvi can be used in battle, it is often used as a general-purpose river and coastal ship. Its size and shallow keel make it less ocean-worthy than other longboats. While a knarr is used for transporting livestock, it is…
The Recommended Character Levels table indicates the level characters should be when they begin each chapter. At designated points in the campaign, the characters should have enough XP to reach the required level for the next part of the story. If you’re using a method of level advancement that doesn’t rely on XP, the characters gain a level when the campaign says so.
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.
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…
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.
Rod, rare (requires attunement) This wooden rod is carved in the likeness of five ancient rocs. Motes of their spirits flow through it and allow you to channel some of their lingering power. This rod has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While holding the rod, you can take a Reaction while falling, or a Magic action otherwise, and expend 1 charge to cause two handles…
With uncanny patience and fiendish cunning, ultroloths manipulate mortals and their fellow yugoloths alike, seeking to hoard power and spread suffering. These sinister masterminds often work with other yugoloths, but they might compel nearly any creature into their service. If coercion doesn’t work, ultroloths use their eerie eyes and innate magic to hypnotize or charm targets. Ultroloths strive…
Type: Martial Melee Weapon Cost: 45 GP Weight: 11 lbs Damage: 1d10 Slashing Properties: Heavy, Reach, Two-Handed Essentially a greataxe with a longer haft, the breidox was developed to deliver a powerful slash to opponents behind a protective shield wall. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Topple. If you hit a…
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…
Dingpots are animated objects created to assist in magical and alchemical research—or simply to help in the kitchen. Often cheerful, dingpots delight in serving up delicious meals, soothing tea, and the occasional magical draught.
Weapon (boomerang), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. The boomerang is a ranged weapon, and any creature proficient with the javelin is also proficient with this weapon. On a miss, a boomerang returns to the thrower's hand.
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile. Spell Tags: Warding Available For: Sorcerer (Legacy), Wizard (Legacy), Sorcerer, Wizard, Magus, Sorcerer - Heroic Sorcery, Warlock - The Hexblade (XGtE), Illrigger - Architect of Ruin
Type: Shield Cost: 10 GP Weight: 6 lbs Armor Class: 2 Strength: -- Stealth: -- 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.
Unfortunately, finding these dandyish devils’ contractual loopholes is not nearly as much fun as I had hoped. —ASTARION ON HARVESTER DEVILS
You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage. Spell Tags: Buff, Warding Available For: Cleric (Legacy), Druid (Legacy), Paladin (Legacy), Ranger (Legacy), Artificer (Legacy), Cleric, Druid, Paladin, Ranger, Artificer, Fighter - Bonesmith,…
| 1d4 | Card Suit | Danger or Event Card |
|---|---|---|
| 1 | Hearts | Event |
| 2 | Diamonds | Danger … |
Weapon (boomerang), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. The boomerang is a ranged weapon, and any creature proficient with the javelin is also proficient with this weapon. On a miss, a boomerang returns to the thrower's hand.
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…
Armor (shield), rare While holding this Shield, you have a bonus to Armor Class determined by the Shield’s rarity, in addition to the Shield’s normal bonus to AC. 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.
Type: Poison Cost: 1,000 GP Weight: -- Injury Poison A creature subjected to Ulcrun must succeed on a DC 15 Constitution saving throw or take 21 (6d6) Poison damage and gain 1 Exhaustion level.
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