Dingpot
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.
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.
This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your…
Weapon (club), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Club 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. Slow. If you hit a creature with this weapon and deal damage to…
Ketgrinn are catlike Fey spirits who delight in puzzles, riddles, and bargains. They have large, bright eyes and too-wide grins that gleam starkly even in shadows. Ketgrinn are tricksters and spies, often sent by those they serve to steal the voices of a rival’s minions to sow chaos and confusion. Secret. Ketgrinn can’t resist a puzzle or riddle, and a difficult one can send a ketgrinn’s mind…
Weapon (club), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Club 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. Slow. If you hit a creature with this weapon and deal damage to it,…
Coming out ahead, whether in games of chance or in life-or-death contention, fills you with resolve and vigor. You gain the following benefits. Bet Big. If you don't already have it, you gain Heroic Inspiration whenever you succeed on an ability check made against another creature, when you reduce a creature to 0 Hit Points, or when a creature fails a saving throw you forced it to make. If, in…
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.
Weapon (dart), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Dart 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. Vex. If you hit a creature with this weapon and deal damage to…
Type: Tool Cost: 1 SP Weight: -- Ability: Wisdom Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
Wondrous Item, very rare (requires attunement) The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the Scrying spell (save DC 17) with it. The following crystal ball variants are legendary items and have additional properties. Crystal Ball of Mind Reading. You can use an action to cast the Detect Thoughts spell (save DC 17) while you are…
General Feat (Prerequisite: Level 4+) You gain the following benefits. Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20. Defy Death. You have Advantage on Death Saving Throws. Speedy Recovery. As a Bonus Action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll. Notes: +1 Constitution, Defy Death, Speedy…
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.
The Musical Instruments described here are used by musicians across Faerûn.
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a…
Nearly every major power of Faerûn has its own currency minted within its borders that represent both its influence and material wealth. Most coins of pure composition and standard weight are accepted across the continent, though not every city-state or nation bothers to mint every sort of coin. The standard used to set the weight and value of coins is Waukeen’s Golden Coin, a relic that lies on…
Weapon (any melee weapon), legendary (requires attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class.…
You touch a machine, temporarily powering it and allowing it to function as if it were whelmed by a spirit or permanently enchanted. A machine targeted by this spell stays powered for the duration before shutting off. For a machine to function using this spell, it must still be in working condition. Using a Higher-Level Spell Slot. The spell’s duration increases with a spell slot of level 3–4 (1…
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Wondrous Item, uncommon (requires attunement) This electrum coin has a smiling human woman’s face on one side (heads) and a scowling fiendish woman’s face on the other (tails). While you’re within 30 feet of the coin, you can take a Bonus Action and use a command word to magically summon it to either your hand or pocket. Despite its unique appearance, this coin can be spent like a normal Electrum…
Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as you draw the card or at any other time before you die.
Weapon (morningstar), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Morningstar 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. Sap. If you hit a creature with this weapon, that…
When you cast this spell, all footprints and fingerprints within a 30-foot Emanation originating from you become highlighted and glow faintly for the duration. When you cast the spell, choose any point in time up to 10 days ago. Only footprints and fingerprints left between that time and the present will be highlighted. Each creature that leaves footprints and fingerprints is assigned a unique…
Weapon (club), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Club 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. Slow. If you hit a creature with this weapon and deal damage to…
Weapon (morningstar), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Morningstar 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. Sap. If you hit a creature with this weapon, that…
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.
This monster is part of the The Crooked Moon Part Two: Monsters & Adventure Campaign. You can unlock it by purchasing the book in our marketplace.