Advancement
Characters earn an advancement toward their next level. If they decline the advancement, they do not earn any treasure but remain eligible to earn marks of prestige or other non-treasure rewards.
Characters earn an advancement toward their next level. If they decline the advancement, they do not earn any treasure but remain eligible to earn marks of prestige or other non-treasure rewards.
| Character Level | Number of Adventures to Next Level |
|---|---|
| 1 | 1 |
| 2 | 2 … |
| 1d6 | In Lychgate, Adventurers Might Seek … |
|---|---|
| 1 | Azalin’s spirit jar or other magical treasure. |
| 2 | The corpse of an ally whose body rose as a zombie and wandered into the Mists. … |
You siphon away the vitality and sense of self through the shadows of nearby creatures in a 15-foot Emanation originating from you. When you cast this spell, you can designate creatures to be unaffected by it. Whenever any other creature enters the Emanation or starts its turn there, or when the Emanation enters a creature’s space, the creature must make a Charisma saving throw. On a failed save,…
If a question about the interpretation of a rule comes up in your game, record how you decide to interpret it. Add that to your collection of house rules so you and the players can reference it when the rule comes up again later.
Empower Yourself with a Fiendish Presence Demonglass holds the essence of a fiend—pure malefic power yearning for release. A painful, and often lethal, ritual can embed a shard of demonglass in a mortal’s body; if the mortal survives, they can draw on the power of the fiend. The warriors of the Carrion Tribes in the Demon Wastes and the champions of Turakbar’s Fist in Droaam are eager to augment…
Before running the adventure, prepare as follows:
Level 5 Divination (Bard, Cleric, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each) Duration: Instantaneous Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM. The lore might…
If there are parts of the game you prefer not to handle yourself, assign them to players who enjoy them. If you don’t want to break your narrative stride by looking up a rule, designate another player to be the rulebook reference expert. If you don’t like tracking Initiative, ask another player to do so.
In some settings, laws prohibit the possession and use of poison, but an illicit dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison easily. Other characters might have to make extensive inquiries and pay bribes before they acquire the poison they seek.
One of the best ways to learn how to run a D&D; game is to observe other DMs in action. Another DM can give you a solid foundation for understanding the role—as well as inspire you with cool things you can do in your games. You can use these questions to help you reflect on a game you observe: Beginning the Session. How did the DM start the session? Was there a recap? Body Language. What gestures…
Be a Buff, Angry “Wizard” You’re a wizard! Perhaps you went to wizarding school on a football scholarship or just picked up a book at the gym and started reading. No matter how you got here, you’re a wizard, one that just coincidentally has massive, rippling muscles. You have the big dumb hat and the book filled with gibberish and everything! You gently remind others, often by beating them to a…
Two Personalities Are Better than One Barbarians are defined by their rage, channeling it to unleash brief but potent destruction. Few are brave or unwise enough to study esoteric psychological techniques that split their rage from the rest of their psyche, dividing their identity into two parts: ego and id. When their ego is in control, the Fractured—as these Barbarians are known—possess…
You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through…
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”). For the duration, as long as you are on the same plane of existence as the destination, you…
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 Long…
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…
Unfortunately, finding these dandyish devils’ contractual loopholes is not nearly as much fun as I had hoped. —ASTARION ON HARVESTER DEVILS
Level 8 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: S Duration: 1 hour You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the door vanishes, and…
A demilich is a skull harboring the remnants of a lich’s wicked essence. If the burden of immortality overwhelms a lich, its consciousness turns inward as its body rots away. But if its remains are disturbed, a demilich rises. Demiliches usually appear as skulls adorned with gems or arcane sigils.
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 their…
There are many ways to become a Lich, each determining the type of Lich the mortal becomes. The Ritual of Dread is one of the main methods for arcanists of Etharis. The process of this ritual is a well-guarded secret, entrusted to only a handful of mortals at any one time. The process of the ritual involves several despicable acts including murder, the brewing of a vile concoction, and even one’s…
Level 6 Abjuration (Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP) Duration: 10 days Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots for both, but the…
General Feat (Prerequisite: Level 4+) You have learned a certain number of the secrets and techniques of the Ashbound druidic order. You gain the following benefits. Ability Score Increase. Increase your Wisdom or Charisma score by 1, to a maximum of 20. Ashbound Proficiency. You gain proficiency in the Intimidation skill. Arcane Enmity. When a creature you can see casts a spell, you have…
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