Command Words
| d6 | Command Word |
|---|---|
| 1 | Hazard pay! |
| 2 | EvilBGone! ⌠|
| d6 | Command Word |
|---|---|
| 1 | Hazard pay! |
| 2 | EvilBGone! ⌠|
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,âŚ
Weapon (longsword), artifact (requires attunement) Few ever saw the gleaming blade Dämglesvir before the Godâs End, as only the emperor was permitted to draw the sword from its sheath. Now its blade and hilt are black, like a weapon dipped in shadow. Aspirant At this tier of Attunement, you have the following benefits:
Weapon (greatclub), uncommon You have a +1 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 canâŚ
Weapon (club), rare (requires attunement) A demonglass shard is inlaid into this weapon, granting it magical properties. Though the fiendish presence embedded within cannot speak directly to its wielder, its presence is keenly felt by those whose blood it spills. You have a +1 bonus to attack and damage rolls made with this magic weapon. On a Critical Hit, the target is Frightened of you untilâŚ
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 toâŚ
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 toâŚ
Type: Simple Melee Weapon Cost: 1 SP Weight: 2 lbs Damage: 1d4 Bludgeoning Properties: Light, Slow 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,âŚ
Type: Martial Melee Weapon Cost: 300 GP Weight: 2 lbs Damage: 1d4 Bludgeoning Properties: Light, Thrown (range 20/60), Returning Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Returning Club, you must take the Advanced Weapon Proficiency feat. This weapon has the following Mastery Property. To use thisâŚ
Type: Simple Ranged Weapon Cost: 5 CP Weight: 1/4 lb Damage: 1d4 Piercing Properties: Finesse, Thrown (range 20/60), Vex 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 weaponâŚ
Weapon (dart), rare (requires attunement) A demonglass shard is inlaid into this weapon, granting it magical properties. Though the fiendish presence embedded within cannot speak directly to its wielder, its presence is keenly felt by those whose blood it spills. You have a +1 bonus to attack and damage rolls made with this magic weapon. On a Critical Hit, the target is Frightened of you untilâŚ
Weapon (greatclub), very rare You have a +3 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 canâŚ
Type: Simple Melee Weapon Cost: 2 SP Weight: 10 lbs Damage: 1d8 Bludgeoning Properties: Two-Handed, Push 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 canâŚ
Origin Feat You gain proficiency in any combination of three skills or tools of your choice. Repeatable. You can take this feat more than once. Notes: Proficiency in three skills or tools
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 toâŚ
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 byâŚ
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 pushâŚ
Devas are emissaries of divine will. These immortal messengers adopt the shapes of mystical beasts or idealized, winged mortals. As with all angels, their true forms are known only to the gods they serve. Rather than literal correspondence from a god, a deva conveys an allegory or quest to mortals, tasking them with delivering something to its rightful place. While the angel might be called on inâŚ
Weapon (any simple or martial), rare (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, you can take a Bonus Action to cause it to shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. You can extinguish the light as a Bonus Action. The weapon has 4 charges. You can take a Reaction immediately after beingâŚ
You create a magical dueling ground bounded by a glowing, rune-scribed circle in a 15-foot-radius Sphere centered on a point on the ground you touch. As part of creating the dueling ground, you designate two willing creatures within the Sphere as the targets. The spell ends early if a creature other than one of the targets enters the Sphere. If a target drops to 0 Hit Points while in the duelingâŚ
The Musical Instruments described here are used by musicians across FaerĂťn.
Weapon (dart), rare You have a +2 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 theâŚ
Type: Simple Ranged Weapon Cost: 5 CP Weight: 1/4 lb Damage: 1d4 Piercing Properties: Finesse, Thrown (range 20/30), Vex Whether due to a tool or implement being wielded in a hurry, or the active knowledge of someone who understands the intrinsic weakness of Kindred, a weapon made solely of wood can pierce the heart. Wooden Melee Weapons. When you make an attack roll with this Melee weapon andâŚ
Weapon (greatclub), rare (requires attunement) A demonglass shard is inlaid into this weapon, granting it magical properties. Though the fiendish presence embedded within cannot speak directly to its wielder, its presence is keenly felt by those whose blood it spills. You have a +1 bonus to attack and damage rolls made with this magic weapon. On a Critical Hit, the target is Frightened of youâŚ
Deepborn are a fish-like species native to Olmarsh, typically rising up from the abyssal depths of the provinceâs black sea â home to terrors beyond imagining known as the Hungry Ones. Immersed in a near constant eldritch presence that emerges from the deep and descends from beyond the stars, these folk manage their state of paranoia by embracing and harnessing the uncanny and cosmic. While theyâŚ
Deepdrecks were miners long ago who found themselves far too deep beneath the earth, where they were cursed and corrupted by deforming powers. Now they tunnel and dig greedily, bloated with poisonous gases. Astute observers have noted that these monsters occasionally bear a resemblance to missing loved ones who have long been thought dead. Secret. The toxic essence of deepdrecks is disrupted byâŚ
The right equipment can make the difference between success and failure for adventurers. This chapter provides rules and prices for weapons, armor, and other kinds of equipment that characters might purchase or find. The DM lets you know if a shop has an item for sale and whether itâs available at the listed price.
The following equipment can be purchased through Auroraâs Whole Realms Catalog.
Goblin bosses are often the most imaginative, disruptive, or forceful goblins. Through a combination of luck, cowardice, and callousness, these leaders avoid harm at the expense of their followers. Goblins Goblins are Feywild embodiments of recklessness and ruin. They delight in wreckageâthe louder, the more energetic, and the more convoluted, the better. Goblin raids are often as muchâŚ
Weapon (light hammer), rare (requires attunement) A demonglass shard is inlaid into this weapon, granting it magical properties. Though the fiendish presence embedded within cannot speak directly to its wielder, its presence is keenly felt by those whose blood it spills. You have a +1 bonus to attack and damage rolls made with this magic weapon. On a Critical Hit, the target is Frightened of youâŚ
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