Skilled 5
Origin Feat You gain proficiency in any combination of three skills or tools of your choice. Repeatable. You can take this feat more than once. Notes: Proficiency in three skills or tools
Origin Feat You gain proficiency in any combination of three skills or tools of your choice. Repeatable. You can take this feat more than once. Notes: Proficiency in three skills or tools
General Feat (Prerequisite: Level 4+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20. Skill Proficiency. You gain proficiency in one skill of your choice. Expertise. Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with that skill. Notes: Ability Score Increase, Skill Proficiency,…
Origin Feat You gain proficiency in any combination of three skills or tools of your choice. Repeatable. You can take this feat more than once. Notes: Proficiency in three skills or tools
Origin Feat You gain proficiency in any combination of three skills or tools of your choice. Repeatable. You can take this feat more than once. Notes: Proficiency in three skills or tools
Origin Feat You gain proficiency in any combination of three skills or tools of your choice. Repeatable. You can take this feat more than once. Notes: Proficiency in three skills or tools
Origin Feat You gain proficiency in any combination of three skills or tools of your choice. Repeatable. You can take this feat more than once. Notes: Proficiency in three skills or tools
Origin Feat You gain proficiency in any combination of three skills or tools of your choice. Repeatable. You can take this feat more than once. Notes: Proficiency in three skills or tools
Origin Feat You gain proficiency in any combination of three skills or tools of your choice. Repeatable. You can take this feat more than once. Notes: Proficiency in three skills or tools
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions. If you are within range of the illusion, you can take a…
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect. Everything that a targeted creature is wearing and carrying changes size with it. Any item…
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. You can target…
Embrace Death and Wield Ghostly Power Some Rogues traverse the veil between life and death, shepherding opponents to the grave and slipping through the world as undetectable as a spirit. In these pursuits, a Rogue might discover a mystical connection to death itself. Such an individual becomes immersed in negative energy, infusing their strikes with deathly energy and stealing knowledge from…
Gnomes are magical folk created by gods of invention, illusions, and life underground. The earliest gnomes were seldom seen by other folk due to the gnomes’ secretive nature and their propensity for living in forests and burrows. What they lacked in size, they made up for in cleverness. They confounded predators with traps and labyrinthine tunnels. They also learned magic from gods like Garl…
Ingenious and full of energy, gnomes are thought to be distant cousins of the dwarves. Shorter than their dwarf kin and less bulky, these small-framed folk are often known for their ever-working brains and great aptitude for invention. Gnomes are clever, curious, sometimes mischievous, but culturally very diligent. Gnomes have created some of the most impressive mechanical wonders of Etharis.…
When the titans built the World Forges to empower the slumbering Worldsoul of Azeroth, they also used the Forge of Wills in Ulduar to draw on the Worldsoul to give shape and sentience to the titan-forged: mechagnomes, earthen, vrykul, and others. The titans intended mechagnomes to be servants and caretakers, and the mechagnomes fulfilled this duty as the world took shape. But Ulduar and its Forge…
Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three. Each target animates,…
You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name. If you instead touch a…
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your…
The Nathlum is a nondescript book with a gray canvas cover and parchment pages. It was written by Lethchauntos in Common. It contains two spells and the recipes for many poisons. The Nathlum contains the Glyph of Warding and Maze spells. The book can’t be used to cast these spells, but a Wizard can copy these spells into their spellbook as described in the Player’s Handbook. The Nathlum also…
Some noggles have a powerful connection to the strange magic that suffuses the realm of Lorwyn-Shadowmoor. Such wild mages exist on the peripheries of noggle society as pariahs and vagabonds. Their innate magic becomes strongest when they are most desperate, such as in the heat of battle. Noggles Noggles are bipedal, donkey-like Fey that delight in thievery and mischief. They enjoy stealing from…
This feat is part of the Player’s Handbook. You can unlock it by purchasing the book in our marketplace.