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Returning 35 results for 'before book diffusing class reappear'.
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Magic Items
Dungeon Master’s Guide
Destroying the Demonomicon. To destroy the book, six different demon lords must each tear out a sixth of the book’s pages. If this occurs, the pages reappear after 24 hours. Before all
. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the
Classes
Player’s Handbook
Armor, Sickle, 2 Dagger;Daggers, orb;Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP
Warlocks quest for knowledge that lies hidden in the fabric of the
level 1 features, which are listed in the Warlock Features table. See the multiclassing rules to determine your available spell slots.
Warlock Features
Level
Proficiency Bonus
Class Features
Ritual Caster (Bard)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
Ritual Caster (Sorcerer)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
Ritual Caster (Wizard)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
Ritual Caster (Warlock)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
Ritual Caster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
Ritual Caster (Cleric)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
Monsters
Icewind Dale: Rime of the Frostmaiden
charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts
and headed toward the Sea of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that
Ritual Caster (Druid)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
Monsters
Dragonlance: Shadow of the Dragon Queen
must succeed on a DC 15 Charisma saving throw or vanish and reappear in an unoccupied space within the keep.
Incorporeal Movement. Caradoc can move through other creatures and objects as if they were
action. He otherwise uses the possessed target’s statistics but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts until the body
Demonomicon of Iggwilv
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Tasha’s Cauldron of Everything
pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book’s remaining binding is transported to a nascent layer of the Abyss that lies hidden
recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the general
Backgrounds
Strixhaven: A Curriculum of Chaos
You have spent your youth preparing to be a student of Lorehold College, reading every book on the college’s recommended reading list for prospective students. Your academic passions are in the
Lorehold Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Backgrounds
Strixhaven: A Curriculum of Chaos
.
Skill Proficiencies: Nature, Survival
Tool Proficiencies: Herbalism kit
Languages: One of your choice
Equipment: A bottle of black ink, an ink pen, a book about plant identification, an
addition, if you have the Spellcasting or Pact Magic feature, the spells on the Witherbloom Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Backgrounds
Strixhaven: A Curriculum of Chaos
, Persuasion
Languages: Two of your choice
Equipment: A bottle of black ink, an ink pen, a book of poetry, a school uniform, and a pouch containing 15 gp
Feature: Silverquill Initiate
You
spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Backgrounds
Strixhaven: A Curriculum of Chaos
Proficiencies: Arcana, Nature
Tool Proficiencies: One type of artisan’s tools
Languages: One of your choice
Equipment: A bottle of black ink, an ink pen, an abacus, a book of arcane theory, a school
Magic feature, the spells on the Quandrix Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Backgrounds
Guildmasters’ Guide to Ravnica
commoner’s clothes, a book of research notes, an ink pen, a bottle of squid ink, a flask of oil (made from blubber), a vial of acid (derived from digestive juices), a vial of fish scales, a vial
’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
full suite of options would make the adventure less exciting, don’t have the incarnation reappear until after the group finishes a long rest, or have the incarnation reappear with their class features
their other incarnations—even if those incarnations have died before. Once a player chooses which incarnation to play, have that incarnation reappear several minutes after the character’s death as is
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
that appeared as class feature options in previous versions of the class now appear as magic items in an appendix at the end of the book. This version of the Artificer includes a new subclass, the Cartographer.
Revised Artificer The Artificer class has been revised in line with the class revisions in the 2024 version of the fifth edition Player’s Handbook. The class includes a new spell. Additional content
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have
Ritual Caster Prerequisite: Intelligence or Wisdom 13 or higher You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
name in the dead-book! I swear, more and more of you clueless wind up in the Cage every day. Quit flapping your bone boxes, and go back to your own burgs.”
The tetchy pedestrian might be either a
city on their own or find another guide. Alternatively, you can have Parisa reappear later in this chapter. CoupleOfKooks “It’s daunting, isn’t it? The sudden feeling that everything and everywhere
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
have been ripped from the book’s spine, the general chapters remain, ever revealing demonic secrets. And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the
Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material. Random Properties. The artifact has the following random
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Abbreviations The following abbreviations appear in this book: hp = hit points
AC = Armor Class
DC = Difficulty Class
XP = experience points
pp = platinum piece(s)
gp = gold piece(s)
ep
= lawful evil
CN = chaotic neutral
CE = chaotic evil
NE = neutral evil
DM = Dungeon Master
MAKE WATERDEEP YOUR OWN
Much has been written about Waterdeep over the years. This book presents much of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
destroy the book, six different demon lords must each tear out a sixth of the book’s pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book’s
book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material. Abyssal Lore. You can reference the Demonomicon whenever you make an Intelligence check to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Using This Book Here’s what you’ll find in this book: Chapter 1: Playing the Game. The first chapter explains the fundamentals of the game, with examples to help you understand how to play. Chapter 2
: Creating a Character. Chapter 2 walks you through the steps of character creation. Chapter 3: Character Classes. Characters’ capabilities are largely determined by class, such as Fighter or Wizard
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Abbreviations The following abbreviations appear in this book: hp = hit points AC = Armor Class DC = Difficulty Class XP = experience points pp = platinum piece(s) gp = gold piece(s) ep = electrum
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Abbreviations The following abbreviations appear in this book: hp = hit points AC = Armor Class DC = Difficulty Class XP = experience points pp = platinum piece(s) gp = gold piece(s) ep = electrum
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Abbreviations The following abbreviations appear in this book: hp = hit points AC = Armor Class DC = Difficulty Class XP = experience points pp = platinum piece(s) gp = gold piece(s) ep = electrum
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
New Psionic Powers A character playing a talent—the class found in the MCDM supplement The Talent and Psionics—can use the rules in that book to learn the following new powers from the creatures in
this book. Powers that aren’t found in The Talent and Psionics are listed in this section and indicated in a creature’s stat block with an asterisk (*). Note that some stat block powers work
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
thought, and it introduces themes that reappear throughout the book: Annam’s retreat from his children, the giants’ fall from grace, and the hope some giants hold for a future restoration of their
to make amends for his past villainy. One factor that influenced his change of heart was Bigby’s recurring encounters with Diancastra, a demigod revered by many giants. Throughout this book, we see
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Appendix: Class Options in Other Worlds The class options in this book are designed for the Forgotten Realms, but they can be easily transported to other official D&D worlds or to a world of your own
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Using This Book Quests from the Infinite Staircase contains six classic D&D adventures updated for the game’s fifth edition. A cosmic thread pervades these tales, whose stories involve falling stars
, archmages of multiversal renown, and the remnants of futuristic societies. This book provides a means of traveling between these and other adventures: the Infinite Staircase. Unlike spells such as
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
& Dragons using the building blocks in this book. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a class (such as Fighter or Wizard), a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the story. This chapter provides a variety of new options for them, focusing on additional subclasses for each of the classes in the Player’s Handbook. Each class offers a character-defining choice at
1st, 2nd, or 3rd level that unlocks a series of special features, not available to the class as a whole. That choice is called a subclass. Each class has a collective term that describes its
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
A Treasury of Dragons This book insists on sorting dragons into little, understandable boxes as if the readers had only 100 years or so to live and their tiny baby-brains could hold only so much
introduction sets the scene for what’s to come in the rest of the book. It introduces the myth of the First World, created by Bahamut and Tiamat, then discusses the role that dragons play in the myths






