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Classes
Player’s Handbook
magic available in the present age.
Becoming a Wizard...
As a Level 1 Character
Gain all the traits in the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed
Class Features
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Spellcasting, Ritual Adept, Arcane Recovery
3
4
2
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&mdash
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
almost like a second skin. The armor is enhanced to hone the artificer’s magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as
counts as a simple melee weapon while you aren’t holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
repeat the saving throw, becoming subject to the effect again on a failure. A character who examines the dagger and succeeds on a DC 15 Intelligence (Arcana) check discerns that casting dispel magic
the recovery. If the characters recover the statue without talking to the wizards, the mages attack the characters, demanding the statue be given to them. The mages fight until one of them falls. Iron
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of trees, a raspberry patch, or a swath of wildflowers, villagers leave a small offering whenever they walk by, or tip their caps, or whisper a blessing in her honor. A village counts itself lucky if
Peryroyl. After becoming a hero though her glorious adventures, Sheela joined with the earth, fusing her spirit with the flowers, plants, and trees so she could better provide for her kin. A halfling
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
test takes place. If Vellynne Harpell is with the party, she is willing to participate in the tests and counts as a party member if the characters allow her to accompany them. When a test ends, use the
nomads on their journey and endure the same hardship. The trip is a grueling march across the tundra with the wind against them the whole time. There’s no chance of a party member becoming lost in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
those to the south and those to the east, becoming more foreign to the folk of the Sword Coast and the North the farther away they are. Lands to the South To the south of the Sword Coast lie ancient
island redoubts. Tethyr. Tethyr is a feudal realm ruled by Queen Anais from its capital of Darromar. The queen commands her dukes, who in turn receive homage from the counts and countesses of the realm
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
sector’s magic to collect the divine essence of the Chosen of various deities. The Thayan regent believes that this essence may be the key to becoming a god. Locations in the Temples of Extraction are
is surrounded by a tangible magical energy. Stepping onto the shrine requires a successful DC 10 Charisma check, and unless this check succeeds by 5 or more, the shrine counts as difficult terrain. On
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
glow, becoming normal items of their kind. Mask Door. Upon closer inspection, the mouths of both masks are open slots, each large enough to fit a Medium or Small Humanoid’s arm. The doors are locked
earliest memory, the false lich never truly wanted to fulfill Acererak’s will. Regardless of the characters’ reaction to this revelation, learning it counts as a secret for the purposes of the Power of






