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Feats
Player’s Handbook
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Last Stand. When you would be
finish a Long Rest.
Recover Vitality. You have a pool of ten d10s. As a Bonus Action, you can expend dice from the pool, roll those dice, and regain a number of Hit Points equal to the roll’s total. You regain all the expended dice when you finish a Long Rest.
Monsters
Tales from the Yawning Portal
nereid is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief.
Shape Water. The nereid can cast control water at will, requiring no components. Its
water within 60 feet of it to take a shape of its choice and strike one target it can see within 5 feet of that water. The target must make a DC 13 Strength saving throw. On a failed save, it takes 17
Monsters
Van Richten’s Guide to Ravenloft
turn.
Attack. The dullahan makes one attack.
Frightful Presence (Costs 2 Actions). Each creature of the dullahan’s choice within 30 feet of it must succeed on a DC 15 Wisdom saving throw or
shards of its shattered skull.
2
A vain dullahan pursues it own relatives, seeking to claim a head with its family resemblance.
3
A greedy dullahan seeks to recover its bejeweled helmet
Acolyte
Legacy
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Backgrounds
Basic Rules (2014)
.
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of
worthy of my god’s favor by matching my actions against his or her teachings. (Any)
d6
Bond
1
I would die to recover an ancient relic of my faith that was lost
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of
your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). Level 6: Natural Recovery You can cast one of the level 1
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Boon of Recovery Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Last Stand. When
until you finish a Long Rest. Recover Vitality. You have a pool of ten d10s. As a Bonus Action, you can expend dice from the pool, roll those dice, and regain a number of Hit Points equal to the roll’s total. You regain all the expended dice when you finish a Long Rest.
Backgrounds
Sword Coast Adventurer's Guide
choice, as appropriate to your factionLanguages: Two of your choiceEquipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common
)
6
Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)
d6
Bond
1
I would die to recover an ancient
Backgrounds
Baldur’s Gate: Descent into Avernus
, or even an occult group that served a fiendish master that you now deny.
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift
his or her teachings. (Any)
d6
Bond
1
I would die to recover an ancient relic of my faith that was lost long ago.
2
I will someday get revenge on the corrupt temple
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Moan. A haunting sound gets louder or fainter (dragon’s choice) the closer one gets to the lair. The moan is audible 6 miles from the lair if the dragon is ancient, or 3 miles if the dragon is an
elemental that deals cold damage instead of bludgeoning damage. If the dragon dies, the moaning stops, the moon devils dissipate, and the black frost disappears over the course of 1d10 days, allowing plant life in the area to recover.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Encounter Chains Eight encounters comprise the characters’ hunt for the Stone of Golorr and the Vault of Dragons. They form a chain, and their order is determined by your choice of villain and season
recover the gold, which takes another 2d6 days. Once the gold is recovered, the villain moves forward with a master plan as detailed in the introduction. If the characters are still alive, they could oppose the villain by stealing the gold from the villain’s lair.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, rerolling or ignoring results that have already occurred. FAILURE IS AN OPTION
If the characters failed to recover a significant number of components from either site in the past—and assuming you don’t
agent or the other. If aided, he agrees to work with the characters in whatever fashion they desire.
46–55 The Infernal Machine comes to life, summoning a CR 5 monster (your choice) that attacks
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Flaming Fist, a ruthless mercenary company based in the city of Baldur’s Gate, has come to the temple to recover from a leg injury. The treatments and physical therapy are helping, but the mercenary is
bathhouse to hide out from the authorities, after recently botching an assignment in Waterdeep or some other city of your choice.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell list later in the class’s description. Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can
replace one of your cantrips from this feature with another Wizard cantrip of your choice. When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The characters face a difficult choice: continue storming Xardorok’s stronghold or return to Ten-Towns to fight the dragon. The battle with Xardorok’s dragon forms the crux of chapter 4. Since the
of a lost Netherese enclave entombed in the Reghed Glacier. In chapter 5, Vellynne asks the characters to accompany her to Auril’s island in the Sea of Moving Ice to recover two items: an orb stolen
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell list later in the class’s description. Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace
one of your cantrips from this feature with another Wizard cantrip of your choice. When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
while the nereid wears it. If the mantle is destroyed, the nereid becomes poisoned and dies within 1 hour. A nereid is willing to do anything in its power to recover the mantle if it is stolen, including
shape of its choice and strike one target it can see within 5 feet of that water. The target must make a DC 13 Strength saving throw. On a failed save, it takes 17 (4d6 + 3) bludgeoning damage, and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage
on a successful one. One creature of your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). Level 6: Natural
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
of your choice. (This is included above.) Versatile. You gain an Origin feat of your choice. Skilled is recommended. (This is included above.) Feats Skilled Origin Feat You gain proficiency in any
combination of three skills or tools of your choice. (This is included above.) Repeatable. You can take this feat more than once. Spell Sniper You gain the following benefits. Ability Score Increase
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon
used in this way. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Finesse When making an attack
with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Heavy You have Disadvantage on attack rolls
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
attacks, some kuo-toa recover their wits enough to flee, while others cower, paralyzed with fear. Escaping the Demon Lord Hopefully, the players exercise the better part of valor and flee as soon as
might require each character to make a DC 10 Strength or Dexterity saving throw (player’s choice), with failure indicating that the character has been thrown overboard by a wave. Development The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Treasure. The treasure is locked in a vault deep beneath the dwarf stronghold of Gauntlgrym. Varrin promises the characters 2 percent of whatever treasure they recover if they make it possible for
meeting with Varrin, he provides them each with the choice to pose as a guard or a cook. Guards must wear splint armor, and kitchen staff must wear simple uniforms. Cooks can hide light armor under their uniforms. Small characters also have the option to stow away inside a crate of supplies.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the warrens to free up living space for hard-working svirfneblin. He also wants to recover the House Center he believes is still in the wererats’ grasp (see area 28). Senni argues that the wererats
other deep gnomes, the twins are given the choice of going into the wererat-controlled part of Blingdenstone or being cast out of the settlement altogether, which might encourage the characters to meet and talk with the Goldwhisker clan.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
covers the ground, which kills all ordinary plants growing within 3 miles of the lair. Haunting Moan. A haunting sound gets louder or fainter (dragon’s choice) the closer one gets to the lair. The moan is
course of 1d10 days, allowing plant life in the area to recover. Adult Lunar Dragon Huge Dragon, Typically Neutral Evil
Armor Class 17 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Finesse When making an attack
with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Heavy You have Disadvantage on attack rolls
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. Treasure. The treasure is locked in a vault deep beneath the dwarf stronghold of Gauntlgrym. Varrin promises the characters 2 percent of whatever treasure they recover if they make it possible for
meeting with Varrin, he provides them each with the choice to pose as a guard or a cook. Guards must wear splint armor, and kitchen staff must wear simple uniforms. Cooks can hide light armor under their uniforms. Small characters also have the option to stow away inside a crate of supplies.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
dullahan pursues it own relatives, seeking to claim a head with its family resemblance.
3 A greedy dullahan seeks to recover its bejeweled helmet, caring nothing for the head that wears it.
4
.
Frightful Presence (Costs 2 Actions). Each creature of the dullahan’s choice within 30 feet of it must succeed on a DC 15 Wisdom saving throw or become frightened of the dullahan until the end of its next
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
: Insight, Religion Languages: Two of your choice Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common
worthy of my god’s favor by matching my actions against his or her teachings. (Any) d6 Bond 1 I would die to recover an ancient relic of my faith that was lost long ago. 2 I will someday get revenge
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, Religion Languages: Two of your choice Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common
worthy of my god’s favor by matching my actions against his or her teachings. (Any) d6 Bond 1 I would die to recover an ancient relic of my faith that was lost long ago. 2 I will someday get revenge
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a
used in this way. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for
Compendium
- Sources->Dungeons & Dragons->Monster Manual
hundred years. 3 Reclaim and resurrect a loved one’s corpse. 4 Reconquer the lands that once composed its empire. 5 Recover the pieces of its lost heart. 6 Replace its descendant as the ruler of a realm
, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied space it can see. Each creature of its choice that it can see within 5 feet of its destination space has the
compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
its difficulty.
A party can’t benefit from a short rest between parts of a multipart encounter, so they won’t be able to spend Hit Dice to regain hit points or recover any abilities that require a
through the day.
Modifying Encounter Difficulty An encounter can be made easier or harder based on the choice of location and the situation.
Increase the difficulty of the encounter by one step (from
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
items’ descriptions. Otherwise, such an item ceases to function. Adventurers who recover a node-fueled item will, therefore, only be able to recharge it when an appropriate node is nearby. Balloon
span the length of its shaft. When you whisper the word “seek” and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don’t






