Contract Loopholes
Unfortunately, finding these dandyish devils’ contractual loopholes is not nearly as much fun as I had hoped. —ASTARION ON HARVESTER DEVILS
Unfortunately, finding these dandyish devils’ contractual loopholes is not nearly as much fun as I had hoped. —ASTARION ON HARVESTER DEVILS
With the Unholy rune, you become a master of death and decay, spreading infection and controlling undead minions. The following choices will help you focus on this specialization: Level 3. Choose Greataxes, Greatswords, or Mauls for your Weapon Mastery feature. Choose Great Weapon Fighting for a Fighting Style feat. Feats. Consider the following feats at higher levels: Charger, Crusher, Great…
Become One with a Cosmic Being Your patron is a cosmic parasite, draining the vitality of entire peoples and worlds. Upon forging a pact with such a patron, you become host to one of its nascent offspring. As you grow in power, the boundary between your identity and the parasitic larva within blurs. Level 3: Spell Siphon Your patron has taught you to siphon magic from your enemies and make it…
Weapon (light hammer), 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 Light…
Raiders use guerrilla tactics to ambush warehouses and beat down opponents. These skilled fistfighters work in tandem to claim goods and territory for Daask.
Traps should be used sparingly, lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead players to become overly cautious, which slows down the game. The best traps are fleeting distractions that skilled characters can overcome in a short amount of time or deadly puzzles that require quick thinking and teamwork to overcome. Traps that are…
Weapon (warhammer), 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 to cast its…
The tribex is a quadrupedal herbivore native to Khorvaire. While they were originally only found in the Talenta Plains and the western barrens of Breland, human settlers quickly domesticated the tribex, and they are now found throughout the Five Nations. Plains Tribex are the original form of the beast; they are large and powerful, and are usually found hauling heavy loads or being raised as…
Make a Deal with the Lower Planes Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by…
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…
Weapon (trident), 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 until…
Weapon (light hammer), 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 to cast its…
Wondrous Item, Uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the Daylight effect can’t be used again until the next dawn. You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5…
Holy paladins spend much of their lives in hallowed halls studying divine doctrine, learning to stand as beacons of the Light for their allies. They believe that evil must be eradicated from the world so that the Light can prevail, and they serve all who are engaged in this holy struggle. The Light, in turn, imbues holy paladins with the power to heal and revitalize their comrades. The following…
After spending much of their lives in temples studying ancient doctrine, preaching the tenets of their faith, and pledging their devotion to the divine powers they follow, the most adept priests leave their houses of worship to serve on the battlefield. There, they use their holy powers to bless allies and mend wounds. And while most stay behind the front lines to aid their comrades, these holy…
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…
Make Mischief and Challenge Authority The Trickery Domain offers magic of deception, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and pranks to direct confrontation. Gods of trickery are mischief-makers and instigators who stand as a constant…
Demon hunter is a hero class, which means you typically must start play at level 3 or higher (see the “ Hero Classes ” sidebar earlier in this chapter). To play a demon hunter, choose the Ranger class from the Player’s Handbook. Your subclass, the Demon Hunter, alters some of your core Ranger class features. All demon hunters in World of Warcraft lore are elves (blood elves, night elves, or…
The Light in which many priests bathe is brilliant and effervescent, granting them immense divine power. But the brightest light casts the darkest shadow—and within this shadow, a rival power dwells. Shadow priests fully embrace this polarity, their resolute faith focused on shadowy magics and mental manipulation. They derive their power from the Void, straying dangerously close to the domain of…
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