Diamond
Type: Gemstone Cost: 5,000 GP Weight: -- A blue white, canary, pink, brown, or blue gemstone worth 5000 gold pieces.
Type: Gemstone Cost: 5,000 GP Weight: -- A blue white, canary, pink, brown, or blue gemstone worth 5000 gold pieces.
Abvekus are demons that embody assassins’ sadistic professionalism. Patient killers, they prefer to stalk targets from afar before striking. These targets might be the abvekus’ enemies or the enemies of demon lords or powerful villains the abvekus serve. Abvekus are bipedal, insectile demons whose arms end in scythe-like claws. They take pride in their kills and sometimes wear or otherwise…
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,…
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…
Origin Feat You gain proficiency in any combination of three skills or tools of your choice. Repeatable. You can take this feat more than once. Notes: Proficiency in three skills or tools
Spells Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your…
Wondrous Item, common While holding or wearing this item, you can take a Magic action to summon or dismiss a dome of energy that manifests just above your head. This energy repels moderate quantities of frozen and liquid water, such as rain, snow, bird droppings, or other similar nuisances, but can’t be used to protect against harsh environmental hazards or attacks. The energy field is typically…
You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. Omens Omen The spell doesn’t account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance…
Weapon (any simple or martial), rare (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, you can take a Bonus Action to cause it to shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. You can extinguish the light as a Bonus Action. The weapon has 4 charges. You can take a Reaction immediately after being…
Pure magic sweeps out from you in a 30-foot Emanation. Creatures of your choice in the Emanation make a Constitution saving throw. On a failed save, a creature takes 7d8 Force damage, and its Speed is reduced by 20 feet for the duration. On a successful save, the target takes half as much damage only. Available For: Sorcerer (Legacy), Sorcerer, Evoker
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…
The tribex is a quadrupedal herbivore native to Khorvaire. While they were originally only found in the Talenta Plains and the western barrens of Breland, human settlers quickly domesticated the tribex, and they are now found throughout the Five Nations. Plains Tribex are the original form of the beast; they are large and powerful, and are usually found hauling heavy loads or being raised as…
Boggarts in Lorwyn are born into communal warrens where laws and hierarchies are considered suggestions. The oldest and most powerful boggarts, known as “aunties,” serve as respected leaders who keep the peace. Lorwyn boggarts value sharing knowledge and past experiences with their communities. Many are willing to brave great dangers in pursuit of new experiences, and adventurers are common.…
Lorwyn kithkin live in pastoral villages called clachans and welcome outsiders into their communities. These kithkin collect their cultural heritage in a tome called the Book of Kith and Kin. They also often entertain many superstitions, particularly related to Lorwyn’s incarnations of nature.
Weapon (morningstar), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Morningstar 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 that lets you use it. Sap. If you hit a creature with this weapon, that…
You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn. Spell Tags: Control Available For: Bard (Legacy), Sorcerer (Legacy), Wizard (Legacy), Bard, Sorcerer, Wizard, Magus, Illrigger - Architect of Ruin
Weapon (any simple or martial), rare (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, you can take a Bonus Action to cause it to shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. You can extinguish the light as a Bonus Action. The weapon has 4 charges. You can take a Reaction immediately after being…
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…
Inspire Valor and Smite Foes War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of the War Domain watch over…
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.…
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…
Content Warning Environmental hazards (water)
Wondrous Item, uncommon (requires attunement) This warm canvas robe is lined with roc down. While wearing it, you can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. In addition, the robe has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the robe, you can take a Magic action to expend 1 charge and unfurl it. The robe opens…
Legs. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage. Detect Ward. The ward sweeper clicks loudly one time for each Glyph of Warding within 10 feet.
Strangling, Otherworldly Pest Demobats are slimy, winged pests endemic to demonic realms. A demobat has four serrated tentacles, which trail behind it during flight, and its eyeless head opens wide to reveal a toothed maw. Demobats hunt in flocks, using their tails to strangle and immobilize their prey as they feed.
This item is part of the Dungeon Master’s Guide. You can unlock it by purchasing the book in our marketplace.