Unique Bargains
Each Dark Bargain is unique, and a character can enter into a given bargain only once. A character could be bound to multiple Dark Bargains at one time, but each one only once.
Each Dark Bargain is unique, and a character can enter into a given bargain only once. A character could be bound to multiple Dark Bargains at one time, but each one only once.
You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct,โฆ
You have been changed through magic, science, or a volatile blend of the two. You have a blatant physical augmentation of your choice from the options below. The augmentation is obviousโsuch as with stitches, grafts of other creatureโs body parts, or implantsโunless disguised. Aquatic Adaptation. You have gills or mucus membranes that allow you to breathe water, and you have webbed extremitiesโฆ
An Adventure for Level 5-10 Characters Ill-Gotten Goods is designed for level 5-10 characters and optimized for five 8th level characters. This adventure should be completed in 4 hours or less. The first three adventures in the series, including this one, may be played in any order and culminate in Night Falls on Leukish. In Ill-Gotten Goods, the party is hired to retrieve an ancient artifactโฆ
Weapon (whip), rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weaponโs normal damage. Proficiency with a Whip 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. Ifโฆ
Weapon (greatclub), uncommon (requires attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesnโt wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantageโฆ
As part of casting this spell, you must expend two Hit Point Dice or the spell automatically fails. The target takes Necrotic damage. To determine this damage, roll the Hit Point Dice expended to cast the spell. You gain a number of Temporary Hit Points equal to the triggering damage plus the Necrotic damage you dealt, to a maximum of 15. Using a Higher-Level Spell Slot. The maximum number ofโฆ
You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It isโฆ
Wondrous Item, uncommon This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 โ 1 cards. The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feetโฆ
In nearly all cases, the power that is proposing a Dark Bargain is uninterested in negotiating the duration or eventual cost of this gift. However, there may be extenuating circumstances. There could be roleplaying scenarios or simply the current events in the adventureโs narrative that could cause the power to brieflyโbriefly!โconsider negotiating. The GM has the final say on whether a givenโฆ
It was a thin, stoop-shouldered man not much under six feet tall... His age was perhaps thirty-five, but the odd, deep creases in the sides of his neck made him seem older when one did not study his dull, expressionless face. He had a narrow head, bulging, watery blue eyes that seemed never to wink, a flat nose, a receding forehead and chin, and singularly undeveloped ears. His long, thick lipโฆ
Wondrous Item, common This lock appears to be an ordinary Lock (of the type described in chapter 6 of the Playerโs Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have Disadvantage.
You gain 2d4 + 4 Temporary Hit Points. Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1. Spell Tags: Buff Available For: Sorcerer (Legacy), Wizard (Legacy), Artificer (Legacy), Sorcerer, Wizard, Artificer, Magus, Cleric - Grave Domain (XGtE), Cleric - Death Domain (DMG), Cleric - Grave Domain, Fighter - Bonesmith, Warlock - The Undeadโฆ
Weapon (greatsword), uncommon (requires attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesnโt wake a subject from magically induced sleep. Supernatural Readiness. Each subject hasโฆ
An adventure for level 3 characters set in the realm of Rashemen. Stolen Spirits is a D&D; Encounters Celebration adventure that serves as an event play experience to kick off the Season of Magic. Itโs designed to fill a three-hour session.
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 patronโs aims are evilโthe corruption or destruction of all things, ultimately including youโand your path is defined byโฆ
Wondrous Item, common While you are playing this musical instrument, you can take a Magic action to create harmless, illusory visual effects within a 5-foot Emanation originating from the instrument. If you are a Bard, the size of the Emanation increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effectsโฆ
You receive a message of up to 6 words from yourself in the future, warning you of a critical threat or pointing you toward a fruitful avenue. The GM determines this message. At some point in the future, once you have learned why you sent the message, you must perform a ritual over the course of 10 minutes, which can be done during a Short or Long Rest, to deliver the message back in time to yourโฆ
โTorches line the walls and gleam against fine silks and carpets that are draped to give the cave a more luxurious atmosphere.โ Zephyr โs map indicates a rock fall as the entrance to the camp. On closer inspection, the huge boulders are a magical illusion. The cave interior is decorated with a mixture of stolen treasure and illusions created by Selyse.
Weapon (revolver), uncommon (requires attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesnโt wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantageโฆ
You touch a corpse and leave a magical mark. You can choose to make it a visible mark that appears as a rune or word written on the flesh, or you can choose to make the mark Invisible. A creature that takes the Study action to specifically examine a corpse automatically detects it, whether visible or Invisible. Available For: Bard (Legacy), Sorcerer (Legacy), Warlock (Legacy), Wizard (Legacy),โฆ
Origin Feat You gain the following benefits. Divine Clarity. If you fail a saving throw against the Charmed or Frightened condition, you can choose to succeed instead. Once you use this benefit, you can't use it again until you finish a Long Rest. Trial of Faith. Whenever you roll a 1 on a D20 Test, you gain Heroic Inspiration.
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.
Reborn are individuals who have died yet inexplicably still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that theyโve escaped death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seekโฆ
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