Harper Renown
| Renown Score | Reward |
|---|---|
| 3+ | You can stay in any Harper stronghold. While there, the Harpers provide you a Modest lifestyle for free. |
| 5+ | You can buy Common potions and scrolls at Harper strongholds. … |
| Renown Score | Reward |
|---|---|
| 3+ | You can stay in any Harper stronghold. While there, the Harpers provide you a Modest lifestyle for free. |
| 5+ | You can buy Common potions and scrolls at Harper strongholds. … |
Characters earn an advancement towards their next level. If they decline the advancement, they also do not earn any treasure but are still eligible to earn marks of prestige or other non-treasure rewards.
Harpers are masters of disguise and improvisation. The best Harpers develop a repertoire of false identities—called personas—to assume at a moment’s notice. Veteran Harpers sometimes teach these personas to fellow Harpers or allies. Much in the way a knight might pass on their precious sword or shield to a squire, a Harper might bequeath the tale and attire of a persona to a less experienced…
Ankylier Enchanters utilise their magical skills to add further value to the merchandise that the Ankylier forges produce. By commercialising their knowledge, they are able to imbue mystical energies into a piece of armour or weapon, granting it magical properties. Despite their magical abilities, Ankylier Enchanters are not generally turned to for guidance or wisdom. Instead, they are seen as…
Spells Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your…
Ankylier Karls are the lowest members of Ankylier society, fulfilling menial tasks and hard labour. Karls are not generally treated with much respect, but are paid appropriately for their efforts by their Ankylier bosses. This allows for wealth to not necessarily be a reflection of social status within Ankylier society. Through an exceptional work ethic or extensive experience, Karls will be…
| Character Level | Number of Adventuresto Next Level |
|---|---|
| 1 | 1 |
| 2 | 2 … |
You create dozens of illusory mirrors to confuse up to three creatures of your choice that you can see within range. Each target makes an Intelligence saving throw. On a failed save, a target takes 7d6 Psychic damage and has the Stunned condition. While the target is Stunned, its Speed is halved. On a successful save, a target takes half as much damage only. A Stunned target repeats the…
| Character Level | Number of Adventures to Next Level |
|---|---|
| 1 | 1 |
| 2 | 2 … |
Wondrous Item, very rare (requires attunement) This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When…
(ANKYLOSAURUS MAGNIVENTRIS) Physical Description The Ankylier are a species of heavily armoured, herbivorous humanoids. They have a large and broad appearance, with thick, bony osteoderms covering their back, flanks, limbs, and head which are, in turn, covered in tough scutes. They are so heavily armoured that even their eyelids are reinforced. Their skin is thick, scaly, and gives them a…
Any gear and other mundane items found can be used during the adventure but are removed at the conclusion of play.
| Level 1–6 | Level 7–12 | Level 13+ |
|---|---|---|
| Rare | Very Rare | Legendary |
| Level 1–6 | Level 7–12 | Level 13+ |
|---|---|---|
| Rare | Very Rare | Legendary |
Armor (shield), very rare (requires attunement) This mirror-like Shield is enchanted with Abjuration magic that can reflect spells back at their source. While holding the Shield, you can take a Reaction when you’re hit by an attack to cast the Shield spell from it. You can’t use this property again until you finish a Short or Long Rest. The Shield has 10 charges and regains 1d6 + 4 expended…
Assassin Heir to a Sinister Legacy After the death of patriarch Fzoul Chembryl, House Chembryl and its descendants were scattered across Faerûn. Some members have dutifully continued the family’s dedication to Bane, while others have sought to free themselves from that god’s malignant shadow. However, none have embraced the Chembryls’ tyrannical legacy more than Karas Chembryl, a ruthless…
Assassin Heir to a Sinister Legacy After the death of patriarch Fzoul Chembryl, House Chembryl and its descendants were scattered across Faerûn. Some members have dutifully continued the family’s dedication to Bane, while others have sought to free themselves from that god’s malignant shadow. However, none have embraced the Chembryls’ tyrannical legacy more than Karas Chembryl, a ruthless…
Yuan-ti Malison Type 1 (Left) and Type 2 (Right) Malisons possesses deadly venom, which some manipulate into magical strikes. They can also shape-shift into snakes, helping them to position themselves for surprise attacks or to slither away with nary a trace. Malisons exhibit snakelike features that make them deadly in combat. Three general types exist:
Weapon (spear), very rare (requires attunement) This crystalline Spear bends the light it generates in such a way that it becomes tangible. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon, which has the Light property. While you hold the Spear in one hand and have another hand free, you can use a command word as a Magic action to create a ghostly projection of the…
You conjure a pillar of spellfire in a 20-foot-radius, 20-foot-high Cylinder centered on a point within range. The area of the Cylinder is Bright Light, and each creature in it when it appears makes a Constitution saving throw, taking 4d10 Radiant damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time…
Noble prodigies trace their lineage to a legendary hero, a demigod, a dragon, or some other ancestor that grants them magical prowess. Among some nobles, the source of a prodigy's magic might be a family secret.
Magic Items for Starting Characters If you’re starting a campaign for characters above level 1, the Player’s 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 the…
Weapon (any), varies (requires attunement by a Ranger) These weapons are carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Their hilts and shafts are bound in hair from a fey creature. This magic weapon channels the natural magic found in the elements of nature. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it,…
Crafting. Creating a Monster Hunter’s Weapon requires a Workshop and the following Components of rarity equal to the item’s rarity:
Hezrous compose the bulk of many demonic hordes. In croaking, reeking throngs, these ogre-size brutes seek to crush and consume foes. Their oozing hides are manifestations of embodied evils. Every few moments, patches of their slimy skins erupt with grotesque transformations such as rows of mismatched fangs, fungal growths, or half-formed features. These unsettling manifestations emerge, then…
| 1d6 | Trinket |
|---|---|
| 1 | A broken harmonica |
| 2 | A powder compact with a hidden compartment … |
Satyr revelmasters use magical music to change the moods of other creatures. They do so to keep their celebrations exciting and to ward off foes.
This content is part of the Forgotten Realms: Heroes of Faerûn. You can unlock it by purchasing the book in our marketplace.