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Feats
Player’s Handbook
Origin Feat
You gain the following benefits.
Two Cantrips. You learn two cantrips of your choice from the Druid spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this
you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.
Repeatable. You can take this feat more than once, but you must choose a different spell list each time.
Spells
Player’s Handbook
creatures you can see immunity to a single spell or other magical effect for 8 hours.
Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of
the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing
Feats
Player’s Handbook
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
.
Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.
Repeatable. You can take this feat more than once, but you must choose a different spell list each time.
Feats
Player’s Handbook
Origin Feat
You gain the following benefits.
Two Cantrips. You learn two cantrips of your choice from the Cleric spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this
. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.
Repeatable. You can take this feat more than once, but you must choose a different spell list each time.
Feats
Player’s Handbook
Origin Feat
You gain the following benefits.
Two Cantrips. You learn two cantrips of your choice from the Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this
. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.
Repeatable. You can take this feat more than once, but you must choose a different spell list each time.
Monsters
Eberron: Rising from the Last War
armorMultiattack. The Inspired makes two crysteel dagger attacks. It can replace one attack with vicious mockery.
Crysteel Dagger. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
gain benefits depending on the type of quori possessing it. The quori also gains access to the Inspired’s knowledge and features.
Hashalaq
Suggestion (3/Day). The Inspired can cast the suggestion
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Multiattack. The witch makes two Poison Dagger attacks. It can replace one of these attacks with Spellcasting.
Poison Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType
, while others animate furniture, weapons, or other objects.
Feel free to build encounters with witches that include additional creatures such as animated armor, a flying sword, a rug of smothering, or a Tiny Beast acting as a spy.
Monsters
Eberron: Rising from the Last War
(see “Actions” below)
1/day each: charm person, dissonant whispers, hex, hold person, mage armorMultiattack. The Inspired makes two crysteel dagger attacks. It can replace one attack with vicious
manifest a portion of their power while the vessel is possessed. An Inspired can gain benefits depending on the type of quori possessing it. The quori also gains access to the Inspired's knowledge and
Monsters
Eberron: Rising from the Last War
” below)
1/day each: charm person, dissonant whispers, hex, hold person, mage armorMultiattack. The Inspired makes two crysteel dagger attacks. It can replace one attack with vicious mockery.
Crysteel
of their power while the vessel is possessed. An Inspired can gain benefits depending on the type of quori possessing it. The quori also gains access to the Inspired's knowledge and features.
Hashalaq
Monsters
Storm King's Thunder
;touched” by spirits. It takes a month for a shaman to assemble a sacred bundle, and a shaman can use only one such bundle at a time. A sacred bundle benefits only the shaman who created it, and
it doesn’t replace the normal components of a spell.
In addition to the spells that all Uthgardt shamans can cast, a shaman of a particular tribe gains additional spells based on tribal
Monsters
Eberron: Rising from the Last War
dagger attacks. It can replace one attack with vicious mockery.
Crysteel Dagger. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Crysteel Dagger"} to hit, reach 5
VESSEL
The Inspired are vessels for quori spirits, allowing the quori to manifest a portion of their power while the vessel is possessed. An Inspired can gain benefits depending on the type of quori
Magic Items
Bigby Presents: Glory of the Giants
flow through the shield’s grooves for 1 minute. While the shield is active, you gain the following benefits:
Blazing Soul. You have immunity to fire damage.
Cleansing Fire. As an action, you
affecting this creature ends immediately; the condition can be blinded, charmed, deafened, or poisoned.
Shield Bash. When you take the Attack action on your turn, you can replace one of your attacks
races
Eberron: Rising from the Last War
allows the bearer to keep a place clean, and to heat, chill, and season food. But it also helps the bearer connect with others.
House Ghallanda
Leader: Yoren d’Ghallanda
Headquarters: Gatherhold
Ghallanda don’t sell information; they prefer to build friendship and deal in favors. But should a Ghallanda baron ever truly need something, they likely have a favor they can call in.
Ghallanda has
Monsters
Mordenkainen's Fiendish Folio Volume 1
wealth and power with a bitter mix of longing, regret, and shame, seeking always to replace the grandest treasures they once possessed. Simple coins, gems, or trade goods do nothing to satisfy the
roof of a merchant’s home, seizing what they seek, and stalking away before the town watch can rally.
Intricate Networks. Clever, ambitious, and greedy, many fog giants build up whole networks of
feats
transmutation or a divine blessing. Whatever the origin of this gift, you gain the following benefits.
Amphibious. You can breathe underwater. If you possess the Limited Amphibiousness trait in addition to this
feat, this eliminates your dependence on water.
Athletic Build. You gain proficiency in the Athletics skill.
Natural Swimmer. You have a Swim Speed equal to your Speed.
Telepathic
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Tasha’s Cauldron of Everything
You awaken the ability to mentally connect with others, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You can speak
Warforged
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Eberron: Rising from the Last War
and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was
designed.
Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids
Magic Items
Lost Laboratory of Kwalish
crystal.
While wearing this armor, you gain the following benefits:
You have a +1 bonus to AC.
Your Strength score is 18 (this has no effect if your Strength is already 18 or higher).
You have
or sacrifice hit points to gain one of the following benefits:
Emit a force field to gain 2d6 + 5 temporary hit points (1 charge or 5 hit points).
Activate boosters to gain a flying speed of 15
equipment
expended. You can use a bonus action to deactivate the armor early, but doing so doesn’t recover any expended charges.
While the armor is active, you gain the following benefits:
Augmented
remaining, its energy cell can’t be removed. Once the armor has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Dragonmarked Characters A dragonmarked intrigue campaign assumes that the characters all have some connection to a dragonmarked house. They might all connect to the same house, or they could
house or an organization, like the Twelve, that unites them in a mutual purpose, use the group patron rules in Eberron: Rising from the Last War to provide benefits from their shared mission. The House
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Dragonmarked Characters A dragonmarked intrigue campaign assumes that the characters all have some connection to a dragonmarked house. They might all connect to the same house, or they could
house or an organization, like the Twelve, that unites them in a mutual purpose, use the group patron rules in Eberron: Rising from the Last War to provide benefits from their shared mission. The House
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Dragonmarked Characters A dragonmarked intrigue campaign assumes that the characters all have some connection to a dragonmarked house. They might all connect to the same house, or they could
house or an organization, like the Twelve, that unites them in a mutual purpose, use the group patron rules in Eberron: Rising from the Last War to provide benefits from their shared mission. The House
Feats
Bigby Presents: Glory of the Giants
You’ve manifested the fiery combat emblematic of fire giants, granting you the following benefits:
Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a
maximum of 20.
Born of Flame. You have resistance to fire damage.
Searing Ignition. When you take the Attack action on your turn, you can replace a single attack with a magical burst of flame. Each
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed. Although they were manufactured, warforged
are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed. Although they were manufactured, warforged
are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed. Although they were manufactured, warforged
are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Magic Initiate 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
. Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list. Repeatable. You can take this feat more than once, but you must choose a different spell list each time. WAYNE ENGLAND
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Special Facilities Special facilities are Bastion locations where certain activities yield game benefits. A character’s Bastion initially has two special facilities of the character’s choice for
reaches the level. Each time a character gains a level, that character can replace one of their Bastion’s special facilities with another for which the character qualifies. Special Facility Acquisition Level Special Facilities 5 2 9 4 13 5 17 6
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Waterdeep Dangers A number of hooks can connect to the exploits of characters engaged in a Waterdeep: Dragon Heist campaign. The famed walking statues of Waterdeep are showing signs of getting ready
destruction across the city. After stopping the threat, the characters learn that it was built based on a Kwalish design, and that other such designs might be used to build great engines of destruction. The
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Waterdeep Dangers A number of hooks can connect to the exploits of characters engaged in a Waterdeep: Dragon Heist campaign. The famed walking statues of Waterdeep are showing signs of getting ready
destruction across the city. After stopping the threat, the characters learn that it was built based on a Kwalish design, and that other such designs might be used to build great engines of destruction. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Special Facilities Special facilities are Bastion locations where certain activities yield game benefits. A character’s Bastion initially has two special facilities of the character’s choice for
reaches the level. Each time a character gains a level, that character can replace one of their Bastion’s special facilities with another for which the character qualifies. Special Facility Acquisition Level Special Facilities 5 2 9 4 13 5 17 6
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Arcane Propulsion Armor Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement) The wearer of this armor gains these benefits: The wearer’s walking speed increases by 5 feet
to the wearer and reattaches. The armor can’t be removed against the wearer’s will. If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Initiate 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
. Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list. Repeatable. You can take this feat more than once, but you must choose a different spell list each time.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Arcane Propulsion Armor Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement) The wearer of this armor gains these benefits: The wearer’s walking speed increases by 5 feet
to the wearer and reattaches. The armor can’t be removed against the wearer’s will. If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Initiate 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
. Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list. Repeatable. You can take this feat more than once, but you must choose a different spell list each time.






