Dreaming Dark Infiltrator
Dreaming Dark Infiltrators are spies sent to gather intelligence. They plant psychic seeds in their minds of their foes that enhance the infiltratorsโ combat prowess against those enemies.
Dreaming Dark Infiltrators are spies sent to gather intelligence. They plant psychic seeds in their minds of their foes that enhance the infiltratorsโ combat prowess against those enemies.
Residents of Rexcrown consider themselves the only true Darkonians due to their proximity to the capital, Il Aluk. Despite that prestige, Rexcrown is covered in deadly swamps, depleted mountains, and fields that produce disturbingly malformed crops. The city of Il Aluk is built in a bend in the Vuchar River and rises in countless gothic spires. These mark the homes of the cityโs elite, severeโฆ
Origin Feat You gain the following benefits. Cantrip. You learn the Friends cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). Cunning Diversion. You can take the Dodge action as a Bonus Action. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Longโฆ
Jeholrak Infiltrators are specialist members of Jeholrak society, hired by Jeholrak Politicians to eliminate other politicians. They are, in essence, master assassins whose primary purpose is to act as a wedge in the complex interplay of Jeholrak politics. The assassination of a particular politician is usually requested by another who has less influence, intending to clear space for theirโฆ
You touch a melee weapon and place a magical effect into it, creating a visible rune etched into the weapon. No more than once per turn, a creature wielding the weapon can make an attack roll with the weapon with Advantage when it would not otherwise have Advantage. If the weapon leaves the creatureโs possession, the spell ends. Available For: Cleric (Legacy), Paladin (Legacy), Wizard (Legacy),โฆ
Infiltrators can pass as human, their serpentine features limited to scaly skin, forked tongues, and other minor or internal transformations. These spies insinuate themselves among their rivals, manipulating others and making foes vulnerable to the plots of more powerful yuan-ti. Yuan-ti Exploiting pacts with sinister supernatural forces, yuan-ti bargain away their humanity for the lethality andโฆ
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 aโฆ
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.
Raiders use guerrilla tactics to ambush warehouses and beat down opponents. These skilled fistfighters work in tandem to claim goods and territory for Daask.
Weapon (greataxe), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Greataxe 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. Cleave. If you hit a creature with a melee attack rollโฆ
Magic Items for Starting Characters If youโre starting a campaign for characters above level 1, the Playerโs Handbook offers suggestions for how many magic items such characters should start with and the rarity of those items. Consider these approaches to determining the items each character receives: DM Choice: Choose items for each character using your own judgment. Player Choice: Let theโฆ
You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration. The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it. Aโฆ
Float Like a Butterfly, Sting Like a Bee Pugilists who practice the Sweet Science hit hard, fast, and often. These Pugilists sometimes battle for the entertainment of the upper classes, but just as often duke it out in back alleys and bars where their next breath depends on a knockout. Level 3: Bare Knuckle Boxer Your attack rolls with Unarmed Strikes can score a Critical Hit on a roll of 19 orโฆ
Browse and create homebrew content for your games. You can also manage your saved homebrew and personal creations.
Level 7 Necromancy (Bard, Cleric) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes) Duration: Instantaneous With a touch, you revive a dead creature that has been dead for no more than a century, didnโt die of old age, and wasnโt Undead when it died. The creature returns to life with all its Hit Points. This spell also neutralizes anyโฆ
Rod, rare (requires attunement) This wooden foolโs scepter is painted with vibrant, unsettling colors that depict a grinning face. While no creature is attuned to the marotte, the face looks like the infamous Chuckles, the Lord of Fools. While holding the marotte, you can use it as a Spellcasting Focus for your spells, you gain a bonus to spell attack rolls and your spell save DC determined byโฆ
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.
Wondrous Item, uncommon This silver lock pick twists and reorients itself to more easily open locks. You gain a +3 bonus on Dexterity (Sleight of Hand) checks you make with it to pick a lock.If you roll a 1 on such a check using the lock pick, it casts the Knock spell on the lock before it turns to dust and is destroyed. If you roll a 1 in this way and use an ability to reroll the die orโฆ
You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock canโt be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute. Spell Tags: Utility, Warding Availableโฆ
Wondrous Item, uncommon This bag made from rust cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bagโs color. See the Monster Manual forโฆ
Weapon (greataxe), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Greataxe 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. Cleave. If you hit a creature with a melee attack rollโฆ
| 1d6 | In Lychgate, Adventurers Might Seek โฆ |
|---|---|
| 1 | Azalinโs spirit jar or other magical treasure. |
| 2 | The corpse of an ally whose body rose as a zombie and wandered into the Mists. โฆ |
Rod, legendary (requires attunement) This wooden foolโs scepter is painted with vibrant, unsettling colors that depict a grinning face. While no creature is attuned to the marotte, the face looks like the infamous Chuckles, the Lord of Fools. While holding the marotte, you can use it as a Spellcasting Focus for your spells, you gain a bonus to spell attack rolls and your spell save DC determinedโฆ
Origin Feat You gain the following benefits. Cantrip. You learn the Fire Bolt cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). Power Surge. When you cast an Evocation spell and deal damage with it, you can add your Proficiency Bonus to one damage roll of that spell. Once you use this benefit, you canโt do so again until youโฆ
General Feat (Prerequisite: Level 4+, Emerald Enclave Fledgling Feat) You gain the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Friend to Animals. You have Advantage on ability checks when taking the Influence action with Beasts. Two Hearts, One Mind. You always have the Beast Sense spell prepared. You can cast it onceโฆ
Origin Feat Youโve trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weaponโs damage dice twice and use either roll against the target. Notes: Roll damage twice and use either roll
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 constantโฆ
You untangle a single thread of fate to encourage a different result. The creature that failed the D20 Test can reroll it with Advantage, and the creature must use the new roll. If the D20 Test is successful, the creature gains 6d10 Temporary Hit Points from its strengthened fate. Available For: Bard (Legacy), Cleric (Legacy), Warlock (Legacy), Wizard (Legacy), Bard, Cleric, Warlock, Wizard
Weapon (any sword), rare (requires attunement by a Paladin) The metal of this blade is forged in the dust of celestials, with a hilt wrapped in fiend skin leather. The eye of a dragon is placed upon the hilt and polished in monster blood. When you use this magic weapon to attack a creature and roll a 20 on the d20 for the attack roll, you can cast Divine Smite as part of the same action used toโฆ
Level 5 Necromancy (Druid) Casting Time: 1 hour Range: Touch Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes) Duration: Instantaneous You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the bodyโsโฆ
This monster is part of the Eberron: Forge of the Artificer. You can unlock it by purchasing the book in our marketplace.