Money and Items of Value
Any remaining treasure encountered in the adventure is removed at the conclusion of play. Instead, each character selects a treasure bundle as a reward.
Any remaining treasure encountered in the adventure is removed at the conclusion of play. Instead, each character selects a treasure bundle as a reward.
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.
The Ruinbound are mutants that can be born to any humanoid species that has contact with the Daelkyr or their minions. A Ruinbound is born with a personal symbiontโan unnatural entity bound to the child. Unlike most symbionts, this entity cannot be separated from its host, and the two are permanently fused. Many Ruinbound have additional disturbing mutations; you can roll on the Ruinboundโฆ
| Character Level | Number of Adventures to Next Level |
|---|---|
| 1 | 1 |
| 2 | 2 โฆ |
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
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.
Armor (ring mail), rare You have a +1 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.
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
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.
This mark of prestige is granted to any character that completes the Queenโs Test in Part 2.
Armor (scale mail), very rare (requires attunement by a Fighter) This scale mail is made from fey leathers and magical plates, infused with the chemical solutions found in some constructs and empowered with the heart of a gorgon. While attuned to this scale mail, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6โฆ
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.
Armor (scale mail), rare You have a +1 bonus to AC while wearing this armor. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
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 asโฆ
The charming werewolf Harkon Lukas manipulates those around him to satisfy his narcissistic needs for adulation and control. Endlessly seeking fame, Harkon travels widely, earning applause and accolades. Yet, whenever he returns to a town heโs performed in, he finds heโs been forgotten. Lukas believes he needs just the right song or inspiration to make himself unforgettable. To that end, heโฆ
Weapon (shortbow), rare (requires attunement) Arrows fired from this magic bow deal an extra 1d4 Psychic damage to any creature that they hit. When you hit a Humanoid with an Arrow fired from the bow, you can force it to make a DC 15 Wisdom saving throw. On a failed save, the target is subjected to the effects of a Dominate Person spell for up to 1 minute, as if it were cast by you. This effectโฆ
Armor (scale mail), varies (requires attunement) Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The level of the spell bound into the armorโฆ
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question withโฆ
Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 30. Overcome Defenses. The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance. Overwhelming Strike. When you roll a 20 on the d20 for an attack roll, you can deal extra damage to the target equal to the abilityโฆ
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
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
Dark Bargains weave Druskenvaldโs essence into the characters who dare to strike them. These ancient agreements bind the land, its magical energies, its creatures.. and you. The effects bring boon and bane alike. It may be best for some sinister characters to offer their bargains plainly, letting the lurking curses reveal themselves only when the time is right. Beware your entry into theseโฆ
Rogues with the outlaw specialization are ruthless swashbucklers who use agility and guile to dominate in combat while standing toe-to-toe with their enemies. Many of these rogues are affiliated with outlaw bands like the Defias Brotherhood and the pirates of Booty Bay. The following choices will help you focus on this specialization: Level 1. Choose Daggers and Rapiers for your Weapon Masteryโฆ
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