Unique Bargains
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.
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.
Record your location when you cast this spell. Until the end of your next turn, you can take a Reaction in response to an attack roll, a creature casting a spell, or a creature moving within 5 feet of you to teleport back to that location, or to the nearest unoccupied space if that space is occupied. This teleportation precedes the triggering attack or spell. The spell then ends. Spell Tags:…
Phantom hearses are ghostly carriages complete with horses and coachmen—amalgamations of tormented souls driven to claim the living and drag them to the land of the dead. The spirit coachmen strike with phantom whips and weapons, and even fly out to harry foes at a distance, while the ghostly horses drive the hearse in a crushing charge that gathers victims and seals them into a spectral coffin…
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a location, such as a…
You touch a corpse and leave a magical mark. You can choose to make it a visible mark that appears as a rune or word written on the flesh, or you can choose to make the mark Invisible. A creature that takes the Study action to specifically examine a corpse automatically detects it, whether visible or Invisible. Available For: Bard (Legacy), Sorcerer (Legacy), Warlock (Legacy), Wizard (Legacy),…
In nearly all cases, the power that is proposing a Dark Bargain is uninterested in negotiating the duration or eventual cost of this gift. However, there may be extenuating circumstances. There could be roleplaying scenarios or simply the current events in the adventure’s narrative that could cause the power to briefly—briefly!—consider negotiating. The GM has the final say on whether a given…
Any bargain offered by an utterly unknowable, unfathomable power such as those that position themselves within the realm of Druskenvald must be carefully considered by you, your character, and the GM. These gifts are not to be offered lightly and should not be accepted lightly; their mere presence should herald significant roleplaying opportunities now and in the future.
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1. Spell Tags: Healing Available For: Bard (Legacy), Cleric (Legacy), Druid (Legacy), Bard, Cleric, Druid
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.
Reborn are individuals who have died yet inexplicably still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they’ve escaped death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek…
Dark Bargains are binding once sealed. There are tales and legends of those who have outwitted a bargainer or found a way to break a bargain’s hold on them, but the truth of such stories is left to the GM to decide.
Unfortunately, finding these dandyish devils’ contractual loopholes is not nearly as much fun as I had hoped. —ASTARION ON HARVESTER DEVILS
Empowered by Ancestral Spirits You were born with a strong, otherworldly connection to the spirits of your ancestors and to the honored dead. You can call on these spirits to aid you and your allies, and to hinder your enemies. Symbols are important in the cultures of the Northlands, and the spirits are no exception. Rather than manifesting as the people they were in life, the spirits take on a…
Weapon (lance), very rare (requires attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. The Lance has 4 charges and regains 1d4 expended charges daily at dawn. You can expend 1 charge as a Magic action to surround yourself with a flurry of wind that lasts for 1 minute. While surrounded by this wind, you can take the Disengage action as a Bonus Action. You…
The cosmos-shaking magic of Karsus’s Folly drives a caldron magen into a violent frenzy Experimentation with temporal magic was rife before Netheril’s fall. At key points in Netherese history, the fabric of time and space frequently thinned and warped. You can use this warped fabric to pull your characters from any period in the Forgotten Realms or beyond into ancient Netheril, where they can…
Level 2 Divination (Bard, Cleric, Druid, Paladin, Ranger, Wizard) Casting Time: Action Range: Self Components: V, S, M (a forked twig) Duration: Concentration, up to 10 minutes Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The…
Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.…
Most morlocks have little talent for crafting, but a rare few have an uncanny knack for tinkering. Morlocks Originating from humans long lost from the world of light, morlocks dwell in the upper reaches of the Darklands. Their wiry frames mask the strength of their limbs, and their arms are long enough that they can drop into an uncanny, four-limbed shuffle for speed or stealth.
Weapon (lance), common As a Magic action while touching this weapon, you can transform it into a mundane item or back into its weapon form. It can’t be used to make attacks while transformed into a mundane item. Different Trick Weapons transform into different items. The DM chooses the mundane item or determines it randomly by rolling on the following table. 1d10 Proficiency with a Lance allows…
Level 1 – 2 Adventure. Adventurous. Delivery. Forest Road. Highway robbers are targeting travellers passing through a particularly dense, dark area of the forest. The council have commissioned a number of lamp posts to try and make the road safer. The final stage of installation requires placing glowing insects inside the lanterns.
Weapon (sickle), legendary (requires attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a creature with it, the target takes an extra 2d8 Necrotic damage. Soul Lantern. While holding this weapon, you can cast the Spirit Lantern spell. When you cast the spell using the weapon, the conjured lantern can hold up to five soul fragments, and the…
Ankylier Enchanters utilise their magical skills to add further value to the merchandise that the Ankylier forges produce. By commercialising their knowledge, they are able to imbue mystical energies into a piece of armour or weapon, granting it magical properties. Despite their magical abilities, Ankylier Enchanters are not generally turned to for guidance or wisdom. Instead, they are seen as…
If the characters return to Phlandish with at least six warriors, their mission is considered a total success. If they return with less than that, but at least one, Merleche is less pleased, but grudgingly considers their end of the bargain upheld. If they return with none, he is sorely displeased and announces he’s increasing his demand to 2,000 GP. Even then, he takes some comfort from the fact…
You formed a mystical connection to the Ghostlight Express that affords you insight into the nature of spirits, granting the following benefits. Ghostly Touch. When you damage a creature with the Incorporeal Movement trait, you can ignore the creature’s damage Resistances, if any. Spirit Sense. As a Bonus Action, you can sense any Undead within 60 feet of you, or any creatures in the Ethereal…
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…
Armor (ring mail), rare You have a +1 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.
Relentless juggernauts are massive brutes that ceaselessly stalk their targets. These juggernauts wield specially crafted blades and blunt stones as implements of obliteration. Relentless Killers Relentless killers are fiend-twisted maniacs that arise from mortals who make pacts with nefarious forces. Such killers’ powers vary depending on their obsessions and the source of their powers.
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