This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anchored object is encountered in this…
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…
Wondrous Item, common (requires attunement) This tool takes the form of a wrench, a screwdriver, or another basic tool. As a Magic action, you can touch the item and transform it into a type of Artisan's Tools of your choice. Whatever form the tool takes, you have proficiency with it when you use it.
Wondrous Item, Common (Requires Attunement) This tool takes the form of a wrench, a screwdriver, or another basic tool. As a Magic action, you can touch the item and transform it into a type of Artisan’s Tools of your choice. Whatever form the tool takes, you have proficiency with it when you use it.
Weapon (maul), 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 Maul allows you…
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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:…
Type: Adventuring Gear Cost: 1 GP Weight: 2 lbs As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings.
An adventure for level 3 characters This is the Week 1 D&D; Encounters adventure, designed to fill one 90-minute session of play.
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…
Gilnid was renowned in Booty Bay for his unusually large size and for making mechanical bodyguards. He was exiled after his machines went haywire and slaughtered their charges. The Defias found him and paid him well to arm the Juggernaut; Gilnid is using the money to fund his pet project, a harvest golem called the Foe Reaper 4000. Early prototypes of the Foe Reaper guard the foundry. Gilnid is a…
You cut a hole in the fabric of reality, sending a bolt of cosmic matter toward a creature in range. Make a ranged spell attack against the target, which gains no benefit from Half Cover or Three-Quarters Cover. On a hit, you deal 6d6 Force damage. If you roll a 6 on a d6 for this spell, you can roll another d6 and add it to the damage. When you cast this spell, the maximum number of these d6s…
Armor (double mail), uncommon Metal armor made of songsteel rings like a bell or chime when it clangs against an object. When wearing the armor, you can call out to Volund as a Bonus Action. Until the end of your next turn, you take 5 less damage from all attacks that hit you. Once you use this feature, you must finish a Long Rest before you can use it again. Also called tvifold brynja, the rings…
The typical dhuthorex is a hungry and thoughtless beast, chasing prey through the depths and venturing onto land only to pursue easy prey. Dhuthorexes Strange things swim in sunless seas, but few are as fierce as the shark-like dhuthorexes. These beasts chase prey fearlessly and tenaciously.
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…
It was a thin, stoop-shouldered man not much under six feet tall... His age was perhaps thirty-five, but the odd, deep creases in the sides of his neck made him seem older when one did not study his dull, expressionless face. He had a narrow head, bulging, watery blue eyes that seemed never to wink, a flat nose, a receding forehead and chin, and singularly undeveloped ears. His long, thick lip…
Belcorra’s background is detailed in the Campaign Overview chapter. Although this spiteful ghost is determined to renew her attack against Absalom once more, her undead status limits her. Brilliant and cunning, Belcorra is consumed by a perpetual fury and rages at the slightest setback. This makes implanting her complex, far-reaching plan difficult. Belcorra knows the potential of the Fulcrum…
You create a localized gravitational field that temporarily shifts the landscape to impale a creature. Choose a creature on the ground you can see within range. The creature must make a Dexterity saving throw. On a failed save, the target takes 1d4 Piercing damage and has the Prone condition. On a successful save, the target takes half as much damage only. Cantrip Upgrade. The damage increases by…
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…
Weapon (greatclub), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Greatclub 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. Push. If you hit a creature with this weapon, you can push…
Driders combine the features of drow and giant spiders. The wicked god Lolth is fond of transforming her drow worshipers into driders, as either a blessing or a curse. These driders often become fanatical servants of their god, or they are overwhelmed by their transformation and live only to indulge their predatory arachnid instincts. Driders also appear when whole communities are transformed by…
Many years of tending gardens and decorating humble villages with flowers has allowed some Pluvenn to become particularly well-connected with botany, despite their carnivorous nature. Pluvenn Flowertenders are revered within Pluvenn society, not only for their relative strength from hard labour, but also for their contribution to maintaining the Pluvenn village aesthetics. Design Philosophy Life…
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