Dreaming Dark Infiltrator
Dreaming Dark Infiltrators are spies sent to gather intelligence. They plant psychic seeds in their minds of their foes that enhance the infiltrators’ combat prowess against those enemies.
Dreaming Dark Infiltrators are spies sent to gather intelligence. They plant psychic seeds in their minds of their foes that enhance the infiltrators’ combat prowess against those enemies.
General Feat (Prerequisite: Level 4+, Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20. Parry. If you’re holding a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you. You gain this bonus…
Origin Feat You’ve trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon’s damage dice twice and use either roll against the target. Notes: Roll damage twice and use either roll
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice). Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage…
You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage. Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. Spell Tags: Damage Available…
You jump through the air without provoking Opportunity Attacks and land in an unoccupied space within 30 feet. Each creature in a 10-foot Emanation originating from you makes a Dexterity saving throw. On a failed save, a creature takes 2d6 Fire damage and has Disadvantage on attack rolls against creatures other than you until the start of your next turn. On a successful save, it takes half as…
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…
Raiders use guerrilla tactics to ambush warehouses and beat down opponents. These skilled fistfighters work in tandem to claim goods and territory for Daask.
General Feat (Prerequisite: Level 4+, Medium Armor Training) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20. Dexterous Wearer. While you're wearing Medium armor, you can add 3, rather than 2 to your AC if you have a Dexterity score of 16 or higher. Notes: +1 Strength or Dexterity, Dexterous Wearer
Folk in Etharis don’t always speak highly of Monster Hunters, and many consider them to be just as depraved and inhuman as the evils they vanquish. Many of the appalling tales about Monster Hunters can be attributed, directly or indirectly, to the Devourer Guild, who are accused of being monstrous cannibals. The truth is barely any better. Devourers have spent their days consuming the flesh and…
You blow on a whistle, releasing an inaudible sound. Choose a point on the ground within range. The first time a creature moves 5 feet or more while within a 10-foot Square centered on that point before the spell ends, an eldritch maw immediately erupts from beneath the ground, dealing 2d10 Piercing damage to each creature within the Square and knocking one of them Prone (decide when the spell…
Intimidating and powerful, bruisers lead Daask operations when more violent and decisive shows of force are needed. These enforcers relish the brutality of their work.
A pulse of energy ripples through the air at a point you choose within range, dealing minor damage over a wide area. Each creature within a 20-foot-radius Sphere centered on that point makes a Constitution saving throw, taking 2d4 Force damage on a failed save and has the Deafened condition until the end of your next turn. On a successful save, a creature takes half as much damage only. Using a…
Weapon (club), rare (requires attunement) A demonglass shard is inlaid into this weapon, granting it magical properties. Though the fiendish presence embedded within cannot speak directly to its wielder, its presence is keenly felt by those whose blood it spills. You have a +1 bonus to attack and damage rolls made with this magic weapon. On a Critical Hit, the target is Frightened of you until…
The scrawny, twig-thin creature shuffles out of the shadows, seeming unstable on its feet, and disproportionately weighted by its massive, throbbing cranium that pulses with octarine energy. Suddenly, the creature lifts off the ground and a shimmering field surrounds it. Its hollow eyes begin to glow with contaminated energy as it whips its head towards you, a pulsing psychic energy emanating…
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:…
Before you is a hovering mass of writhing appendages. Amongst its horrid and grotesque form you can make out the many faces of the long-lost gravekeepers of Castle Drakken, but their expressions are twisted in the horror of their last moments, and their eyes are hollow with a dim octarine light emanating from within. Covering the floating mass are hundreds of arms, several of them holding softly…
Weapon (club), 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 doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on…
A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one. The…
Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point…
Weapon (dagger), rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a concentrating creature with an attack roll using this weapon and deal damage, the creature has Disadvantage on the saving throw it makes to maintain Concentration. Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with…
Weapon (morningstar), uncommon (requires attunement) You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay) Proficiency with a Morningstar…
Weapon (maul), legendary (requires attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted…
Weapon (morningstar), rare (requires attunement) This glowing Morningstar sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet while you hold it. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon, which deals an extra 1d4 Radiant damage on a hit. In addition, you can cast the Daylight spell using the weapon. Once the weapon has been used to…
Camouflaged as rock formations, ropers are aberrant ambushers that lurk in wait for smaller creatures. These bizarre subterranean hunters extend their rubbery tentacles to explore and prod their surroundings, often reaching beyond their fields of vision. Should they encounter prey, these limbs ensnare victims and drag them close to ropers’ toothy maws. If these tentacles are severed, ropers…
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. Constrict. Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12).
Weapon (shortbow), 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 doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage…
As part of casting this spell, you make an Unarmed Strike or attack with a weapon against a creature. On a hit, you deal damage as normal and the target is ensorcelled until the end of your next turn. While a creature is ensorcelled, it has Disadvantage on saving throws against spells, and spell attacks against it have Advantage. A target is no longer ensorcelled if it fails a saving throw…
This monster is part of the Eberron: Forge of the Artificer. You can unlock it by purchasing the book in our marketplace.