Services
This section outlines services and other expenses that adventurers might spend money on.
This section outlines services and other expenses that adventurers might spend money on.
The smithy offers the following service: Leather Branding. For 1 GP, Kalista can brand anything made of leather, such as Leather Armor or a Spellbook, with the keepโs coat of arms. Kalista makes armaments but doesnโt sell them. She forges them exclusively for the keepโs armed forces.
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),โฆ
Drivers or crew hired to conduct passengers to their destinations charge the rates on the Travel table, plus any tolls or additional expenses.
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 itemโฆ
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 aโฆ
The inner bailey offers the following service: Weapon Upgrade. The keep ordered too many crossbows, which untrained recruits canโt wield effectively. Shannik wants to trade the weapons for simpler ones. In exchange for 25 GP and a Shortbow, he can provide a character with a Hand Crossbow.
You can include an optional colour and hyphened extras if you so desire:
The inn offers the following services: Rent a Cot. Cots in the common room are available to rent for 1 GP per night. Roll 1d4 for each character who rents a cot. On a 1, the character finds a dead bug on their pillow. Rent a Room. A private room costs 5 GP per night. Roll 1d4 for each character who rents a room. On a 4, the character finds 1 GP under their mattress.
You suggest a course of activityโdescribed in no more than 25 wordsโto one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, โFetch the key to the cultโs treasure vault, and give the key to me.โ Or you could say, โStop fighting,โฆ
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 ร 10 minutes for the new conditions to take effect. Once they do so, you can changeโฆ
The Chancellorโor โGreldaโโis concerned by the events that unfolded in the Den of Iniquity. Though their vault of stolen goods was successfully located, it was stripped of all valuable items. Whether the party successfully discerned this information or otherwise, the Chancellor muses aloud that the monstrosity once known as Amber must have been the person to steal the dangerous artifact inโฆ
You hail from Lorwyn, a land of eternal sunshine, or you have studied the place with great intensity. You consider the majestic creature Eirdu the living embodiment of the sun, and you love embarking on whimsical adventures. You hold your loved ones close, even if only emotionally, for youโve seen some venture into Shadowmoor or beyond and become faded versions of themselves. Youโre neverthelessโฆ
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:โฆ
The Westwind Riders are an elite force stationed at the fortress of Orcbone, charged to protect the Brelish border from all threats and to enforce the Code of Galifar on the Border Road. Anyone in trouble on the Road hopes for a band of Westwind Riders to appear on the horizon. This Stat Block represents a skilled rider, but Westwind Riders can also use the Knight or Warrior Veteran stat blocks.
Potion, uncommon Vitae, blood from within a Kindred, has powerful properties that are passed on when imbibed by a non-Kindred. A single Blood Point can be stored in a drinkable vessel for up to 48 hours without alchemical treatment. When you drink this potion, you gain the following effects. Increased Strength and Speed: Your Strength score increases by 2, and your Speed increases by 5 feet for 1โฆ
Origin Feat (Prerequisite: Warforged) You gain the following benefits. Envoy Competence. You gain proficiency with one tool of your choice. Integrated Tool. Choose one tool you are proficient with. You have a working model of this tool integrated into your body, which canโt be removed. As long as you have a hand free, you can make use of the integrated tool. Innate Talent. When you make anโฆ
You touch a weapon and imbue it with the power of the storm. Until the spell ends, the chosen weapon deals an extra 2d8 Lightning damage on a hit. A creature hit by the weapon must make a Strength saving throw against your Spell Save DC. On a failed save, the target is pushed back 10 feet. If the target fails the Strength save by 5 or more, it has the Prone condition. Using a Higher-Level Spellโฆ
Wondrous Item, very rare When this 3-inch-diameter metal ball is activated as a Magic action, it moves at a rapid speed, bouncing off walls and defying any attempts to capture it. The ball remains active for 1 minute or until you deactivate it by using a command word while within 30 feet of it (no action required). Once the ball is used, it canโt be used again until the next dawn. When youโฆ
Weapon (any simple or martial), common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. Weapons Name Simple Melee Weapons Silvered Club | 1d4 Bludgeoning | Light | Slow Silvered Dagger | 1d4 Piercing | Finesse, Light, Thrown (Range 20/60) | Nick โฆ
History repeats itself. Long before humans had their Eras of Expansion and Descent, and even before the time of elves and dwarves, another civilization had risen and fallen. Where the dwarves of Stehlenwald live today once stood the seat of a nameless empire thought to have surpassed any to have arisen since. For centuries, it lived only in the mythologies of elves and dwarves. In some stories,โฆ
Weapon (any simple or martial), varies (requires attunement) Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge toโฆ
Weapon (any simple or martial), rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weaponโs type if the target is a Dragon. Weapons Name Simple Melee Weapons Dragon Slayer Club | 1d4 Bludgeoning | Light | Slow Dragon Slayer Dagger | 1d4 Piercing | Finesse, Light, Thrown (Range 20/60) | Nick โฆ
Dragonmark Feat (Prerequisite: Eberron Campaign, Canโt Have Another Dragonmark Feat) You gain the following benefits. Wild Intuition. When you make an Intelligence (Nature) or Wisdom (Animal Handling) check, you can roll 1d4 and add the number rolled to the ability check. Primal Connection. You always have the Animal Friendship and Speak with Animals spells prepared. You can cast each spellโฆ
For the duration, you sense the presence of curses within 30 feet of yourself. If you sense a curse, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the curse, and if a curse was bestowed by an item or spell, you learn what item or spell caused it and its rarity or spell level. This spell is blocked by 1 foot of stone, dirt, or wood;โฆ
Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, an artisan, a scribe, or the like. The pay shown on the Hirelings table is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for work that requires no particular proficiencies; they include laborers and porters.
Someone on the Inside is earned if the party helps a thief escape the Den of Iniquity.
This section outlines services and other expenses that adventurers might spend money on.