Playing Cards
Type: Tool Cost: 5 SP Weight: -- Ability: Wisdom Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
Type: Tool Cost: 5 SP Weight: -- Ability: Wisdom Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
Wondrous Item, rare (requires attunement) This Gold Piece has deep scratches on one side. It has 3 charges and regains all expended charges daily at dawn. When you make a D20 Test, you can expend 1 charge to replace the d20 roll with a coin flip. On heads, the roll is treated as a 20 (though you don’t score a Critical Hit with an attack roll or activate any other effects which trigger on the…
Gamble with Life and Death Fortune is a fickle thing—unless you’re a High Roller. These Gunslingers are master card sharps and dice throwers that mix their love of risk with their talent for gunplay. High Rollers push their luck until it runs out, then push harder. Why settle for a win when you could bet it all and win big? Level 3: Poker Face You gain proficiency with all Gaming Sets and in one…
Wondrous Item, very rare (requires attunement) This set of six-sided dice is indistinguishable from nonmagical dice. While attuned to the dice, you gain the following benefits. Luck. The dice have 6 charges and regain 1d6 charges daily at dawn. When you fail a D20 Test, you can expend 1 charge to reroll the test if you don’t have the Incapacitated condition. You must use the new roll. Loaded.…
Nearly every major power of Faerûn has its own currency minted within its borders that represent both its influence and material wealth. Most coins of pure composition and standard weight are accepted across the continent, though not every city-state or nation bothers to mint every sort of coin. The standard used to set the weight and value of coins is Waukeen’s Golden Coin, a relic that lies on…
Coming out ahead, whether in games of chance or in life-or-death contention, fills you with resolve and vigor. You gain the following benefits. Bet Big. If you don't already have it, you gain Heroic Inspiration whenever you succeed on an ability check made against another creature, when you reduce a creature to 0 Hit Points, or when a creature fails a saving throw you forced it to make. If, in…
Type: Tool Cost: 1 SP Weight: -- Ability: Wisdom Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target reappears in the space it left or, if…
Type: Vehicle (Water) Cost: -- Weight: -- The smallest of the flat-keel longships, the karvi can traverse shallow waters to transport goods, fish, and even raiders. While a karvi can be used in battle, it is often used as a general-purpose river and coastal ship. Its size and shallow keel make it less ocean-worthy than other longboats. While a knarr is used for transporting livestock, it is…
Dingpots are animated objects created to assist in magical and alchemical research—or simply to help in the kitchen. Often cheerful, dingpots delight in serving up delicious meals, soothing tea, and the occasional magical draught.
Browse digital books and other D&D content available for purchase. View current bundles and marketplace offers.
Be a Master of Classes Bards from the College of Adventurers learn from heroes of old and stories of legend. Bards are jacks of all trades, and, for the College of Adventurers, this statement rings even truer. They combine all the skills of their companions into one, allowing them to be versatile and supportive. While not having a direct goal, many adventurer-studying Bards live to tell tales of…
Weapon (halberd or handaxe and quarterstaff), very rare (requires attunement) This Halberd’s haft is made of rough, dark wood and is miraculously easy to heft. The bladed end of the Halberd looks like a hatchet that’s been absorbed by the hewn wood. While holding the Halberd with two hands, you can use a command word as a Bonus Action to magically split the weapon into its more basic components.…
When you cast this spell, all footprints and fingerprints within a 30-foot Emanation originating from you become highlighted and glow faintly for the duration. When you cast the spell, choose any point in time up to 10 days ago. Only footprints and fingerprints left between that time and the present will be highlighted. Each creature that leaves footprints and fingerprints is assigned a unique…
Wand, rare (requires attunement by a Spellcaster) This wand has 4 charges and regains 1d4 expended charges daily at dawn. While holding the wand, you can expend 1 charge to cast Mislead from it.
Wondrous Item, rare This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can’t otherwise be opened. Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5…
You touch a Tiny, nonmagical object, infusing it with a portion of your own luck for the duration. While another creature carries the object, that creature has Advantage on D20 Tests, and you have Disadvantage on D20 Tests. Available For: Bard (Legacy), Paladin (Legacy), Ranger (Legacy), Warlock (Legacy), Bard, Paladin, Ranger, Warlock, Druid - Circle of Wicker, Druid (Legacy) - Circle of Wicker…
Type: Adventuring Gear Cost: 25 GP Weight: 5 lbs A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic.
You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting,…
(THALASSODROMEUS SETHI) Physical Description The Children of Seth are tall humanoids with long arms, short legs, and membranous wings connecting from an elongate finger to their lean bodies. They have a soft, downy fuzz, long pointed beaks, and a large, vividly-coloured crest atop their very large head. Background The Children of Seth, also known as the Dromeus, are based on Thalassodromeus sethi…
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change…
Fiery stones erupt, filling a 20-foot-radius, 10-foot tall Cylinder originating from a point on the ground you can see within range. Each creature in the Cylinder makes a Dexterity saving throw. On a failed save, a creature takes 1d12 Bludgeoning damage plus 3d8 Fire damage and is pushed vertically to the top of the cylinder, at which point the creature falls. On a successful save, a creature…
Common performers include traveling storytellers, tavern musicians, local entertainers, and chorus members performing with veteran artists. These performers might be self-taught or in the early years of formal training. Most have a modest level of celebrity and two or three instruments or talents at which they excel. Performers From royal courts to village squares, skilled entertainers hone their…
Wield the Power that Killed the Gods Even the most benevolent divine beings operate outside the bounds of mortal comprehension. These eldritch forces sing a siren song that calls to mortal worshippers through lucid dreams and terrible whispers. The Eldritch Domain empowers the followers of the unknown and distant forces of chaos, divine entities of eldritch oblivion, and dead gods. Level 3:…
Draw on the Debilitating Power of the Void The Shadow Domain deals with the powers of shadow and the Void—a sinister mirror of the life-giving powers of the Light. Clerics who embrace these powers can wither their enemies’ flesh and debilitate their minds. Level 3: Shadow Domain Spells Your connection to this domain ensures you always have certain spells ready. When you reach a Cleric level…
This item is part of the Player’s Handbook. You can unlock it by purchasing the book in our marketplace.