Creatures by Challenge Rating
| Challenge Rating | Creature |
|---|---|
| 1/4 | Dandelion Dragon |
| 1/2 | Clematis Dragon … |
| Challenge Rating | Creature |
|---|---|
| 1/4 | Dandelion Dragon |
| 1/2 | Clematis Dragon … |
The skalds don’t admit to knowing stories of the first giantkin, but few giantkin care about or dwell on their origin. Descended from giants and smaller species in equal measure, they know they must walk their own path in lands where some look upon their ancestry with disfavor. Actions alone will forge their legacy. Giantkin primarily inhabit communities on the fringes of giant-held territories…
The Caves of Chaos Map displays all the locations characters can visit in the Caves of Chaos. The player version of this map doesn't reveal the caves' contents or names, only the cave mouths and their respective elements. Share that map with your players. To begin, read the following boxed text aloud: You pass through a dense forest of gnarled trees with grasping roots, the woods twisting as if…
| Cave | Description | Recommended Level |
|---|---|---|
| A: Kobold Lair | A band of kobolds stole a dragon egg, and it hatched! | 1+ |
| B: Mephit Lair | Mischievous elementals lair in this flooded cave. | 1+ … |
Ketgrinn are catlike Fey spirits who delight in puzzles, riddles, and bargains. They have large, bright eyes and too-wide grins that gleam starkly even in shadows. Ketgrinn are tricksters and spies, often sent by those they serve to steal the voices of a rival’s minions to sow chaos and confusion. Secret. Ketgrinn can’t resist a puzzle or riddle, and a difficult one can send a ketgrinn’s mind…
Read out the introduction, have the players enter the lighthouse on the ground floor, then continue:
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Weapon (club), rare (requires attunement by a Dragonborn) These weapons are made of a scaly metal that radiates draconic elements. You have a bonus to attack rolls and damage rolls made with this magic weapon, as determined by the weapon’s rarity, and it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a…
Once you’ve chosen the DM, follow the instructions below to begin play.
Weapon (club), rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon. Proficiency with a Club 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…
General Feat (Prerequisite: Level 4+) You have learned a certain number of secrets and techniques of the Gatekeeper druidic order. You gain the following benefits. Ability Score Increase. Increase your Wisdom or Charisma score by 1, to a maximum of 20. Gatekeeper Proficiency. You gain proficiency in the Arcana skill. Protection Against Aberrations. When you make a saving throw against the magic…
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…
Set the scene, describe the party’s approach to the distillery gates, then continue:
Doppelgangers are supernatural beings with the ability to shape-shift into any humanlike form. Their mind-reading abilities aid them in creating near-perfect disguises and plucking secrets from unguarded minds. Occasionally, doppelgangers use their shape-shifting ability in more overt ways, transforming into unsettling forms to frighten foes. A doppelganger’s agenda might relate to its mysterious…
Armor (chain mail), rare (requires attunement) While wearing this armor, you have Resistance to slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you…
Ability Scores: Strength, Constitution, Intelligence Feat: Mark of Warding (see “ Dragonmark Feats ”) Skill Proficiencies: Arcana and Investigation Tool Proficiency: Thieves’ Tools Equipment: Choose A or B: (A) Thieves’ Tools, Fine Clothes, 10 GP; or (B) 50 GP As an heir of House Kundarak, you take great pride in your family and its work of safeguarding the valuables of Khorvaire. Your house has…
Werekin are the descendants of shapechangers, and they can assume the forms of both animals and humanoids. A werekin might have a bloodline bearing the blessing of an animal lord or possess a remnant of lycanthropy passed down through their blood. In the cold of the Northlands, perhaps due to the influence of Fenris, most werekin tend to be lupine, but a werekin’s animal ancestry can derive from…
Armor (ring mail), rare (requires attunement) While wearing this armor, you have Resistance to slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have…
Origin Feat (Prerequisite: Dhakaani Ghaal’dar, Dhakaani Golin’dar, or Dhakaani Guul’dar) You gain the following benefits. Swift and Silent. You gain proficiency in the Stealth skill. Master of Shadows. You gain Expertise with the Stealth skill. Fade Away. When you take the Hide action, the DC for a successful check is reduced to 10. All other restrictions still apply. Notes: Swift and Silent,…
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.
Weapon (longsword), rare (requires attunement) This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you…
Origin Feat You gain the following benefits. Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat’s spells (choose when you select this feat). Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat’s cantrips. You always have that spell prepared.…
Weapon (club), very rare (requires attunement by a Dragonborn) These weapons are made of a scaly metal that radiates draconic elements. You have a bonus to attack rolls and damage rolls made with this magic weapon, as determined by the weapon’s rarity, and it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you…
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.
As an heir of House Kundarak, you take great pride in your family and its work of safeguarding the valuables of Khorvaire. Your house has always been a leader among the clans of the Mror Holds. Though it has never held the crown, it has a reputation for professionalism, honor, and order. You might strive to uphold that reputation, you might place your own sense of honor over your family’s, or…
Potion, uncommon Vitae, blood from within a Kindred, has powerful properties that are passed on when imbibed by a non-Kindred. A single Blood Point can be stored in a drinkable vessel for up to 48 hours without alchemical treatment. When you drink this potion, you gain the following effects. Increased Strength and Speed: Your Strength score increases by 2, and your Speed increases by 5 feet for 1…
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