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Compendium
- Sources->Dungeon Master’s Guide
Armor, +1, +2, or +3 Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3) You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.
Compendium
- Sources->Dungeon Master’s Guide
Ammunition, +1, +2, or +3 Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.
Compendium
- Sources->Basic Rules
Armor, +1, +2, or +3 Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3) You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.
Compendium
- Sources->Dungeon Master’s Guide
Shield, +1, +2, or +3 Armor (shield), uncommon (+1), rare (+2), or very rare (+3) While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the
Compendium
- Sources->Basic Rules
Weapon, +1, +2, or +3 Weapon (any), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity.
Compendium
- Sources->Basic Rules
Shield, +1, +2, or +3 Armor (shield), uncommon (+1), rare (+2), or very rare (+3) While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.
Compendium
- Sources->Dungeon Master’s Guide
Weapon, +1, +2, or +3 Weapon (any), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity.
Compendium
- Sources->Basic Rules
Ammunition, +1, +2, or +3 Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.
Compendium
- Sources->Basic Rules
Wand of the War Mage, +1, +2, or +3 Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster) While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.
Compendium
- Sources->Dungeon Master’s Guide
Wand of the War Mage, +1, +2, or +3 Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster) While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.
Classes
;
—
7th
+3
—
4
4
3
3
1
—
—
—
—
—
8th
+3
Ability Score Improvement
4
4
3
3
2
—
—
—
—
—
9th
+4
—
4
4
3
3
3
1
—
&mdash
classes
;
2nd
+2
Channel Divinity (1/rest), Divine Domain Feature
3
3
—
—
—
—
—
—
—
—
3rd
3
—
—
—
—
—
—
—
5th
+3
Destroy Undead (CR 1/2)
4
4
3
2
—
&mdash
Classes
3
3
1
—
14th
+5
Magic Item Savant
10
5
4
4
3
3
1
—
15th
+5
Artificer Specialist feature
—
10
5
4
4
3
3
3
1
18th
+6
Magic Item Master
12
6
4
4
3
3
3
1
19th
+6
Classes
;
—
—
—
7th
+3
—
3
10
4
3
3
1
—
—
—
—
—
8th
+3
4
3
3
3
1
—
—
—
—
10th
+4
Bardic Inspiration (d10), Expertise, Magical Secrets
4
14
4
3
Classes
;
5
8
4
3
3
1
—
—
—
—
—
8th
+3
8
Ability Score Improvement
5
9
4
3
3
2
—
—
—
—
—
9th
+4
9
—
5
10
4
3
3
3
1
—
—
&mdash
Equipment
A bucket can hold 3 gallons of liquid, or 1/2 cubic foot of solid material.
classes
Druid Circle Feature
3
4
3
3
—
—
—
—
—
—
7th
+3
—
3
4
3
3
1
;
—
—
—
9th
+4
—
3
4
3
3
3
1
—
—
—
—
10th
+4
Druid
Spells
ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Feats
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
Increase your Strength score by 1, to a maximum of 20.
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.
Spells
place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Spells
each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
spells
Condition
1
Clear
2
Light clouds
3
Overcast or ground fog
4
Rain, hail, or snow
5
Torrential rain, driving hail, or blizzard
Temperature
Stage
Condition
1
Unbearable heat
2
Hot
3
Warm
4
Cool
5
Cold
6
Arctic cold
Wind
Stage
Condition
1
Calm
2
Moderate wind
3
Strong wind
4
Gale
5
Storm
spells
can’t study that portal again using this spell until you cast it again.
The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Eladrin
Legacy
This doesn't reflect the latest rules and lore.
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Races
your own needs.
3
There are no simple meals, only lavish feasts.
4
You stock up on fine food and drink. You hate going without such comforts.
d4
Autumn Flaw
1
be hungry today and have food for tomorrow.
3
Life is full of dangers, but you are ready for them.
4
A penny spent is a penny lost forever.
d4
Winter Flaw
1
Spells
)
Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3rd
Speed 30 ft.; fly 40 ft. (hover) (Ghostly only)
STR
12 (+1)
DEX
16 (+3)
CON
15 (+2
)
INT
4 (−3)
WIS
10 (+0)
CHA
9 (−1)
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft
Spells
Points 30 + 10 for each spell level above 3rd
Speed 40 ft.
STR
13(+1)
DEX
16(+3)
CON
14(+2)
INT
14(+2)
WIS
11(+0)
CHA
16(+3)
Condition Immunities charmed
Senses
makes a number of attacks equal to half this spell’s level (rounded down).
Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell
classes
;
—
12th
+4
Ability Score Improvement
7
4
3
3
—
—
13th
+5
—
8
4
3
3
1
&mdash
;
14th
+5
Favored Enemy Improvement, Vanish
8
4
3
3
1
—
15th
+5
Ranger Archetype Feature
9
4
3
3
2
spells
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Spells
damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke
spells
each spell level above 4th
Speed 30 ft.; fly 30 ft. (hover) (Beholderkin only)
STR
16(+3)
DEX
10(+0)
CON
15(+2)
INT
16(+3)
WIS
10(+0)
CHA
6(-2)
Damage
). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.
Whispering Aura (Star Spawn Only). At the start of each of the aberration’s turns, each creature
actions
A bucket can hold 3 gallons of liquid, or 1/2 cubic foot of solid material.
Monsters
innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only)
3/day: suggestion
Magic Resistance. The yuan-ti has advantage on saving throws against
spells and other magical effects.
Malison Type. The yuan-ti malison (type 1) has a Human body with snake head.Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged attacks or two melee attacks
Spells
that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Spells
spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
Equipment
Tej is an amber-colored, fermented drink made from honey. It’s more common and popular in Chult than beer or ale. A mug of tej costs 4 cp in Port Nyanzaru or 6 cp in Fort Beluarian. A 1-gallon
cask costs 2 sp in the city or 3 sp at the fort.
Sale of tej is controlled by the merchant prince Kwayothé.