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Magic Items
Bigby Presents: Glory of the Giants
Modeled after the formidable spiked tower shields wielded by some fire giants, this iron shield emanates a constant warmth.
You can use a bonus action to activate the shield, causing glowing lava to
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
monsters
", "rollAction":"Vicious Pseudopod", "rollDamageType":"Slashing"} Slashing damage.
Adaptive Shape-Shift (Amorphous Form Only). When in its true, amorphous form, the plasmid gains one of the following benefits
while retaining its game statistics, or it returns to its true amorphous form. Any equipment it is wearing or carrying isn’t transformed.
Magic Items
Eberron: Rising from the Last War
magically forms a copy of the appendage it’s replacing.
While attached, the prosthetic provides these benefits:
The prosthetic is a fully capable part of your body.
You can take an action to remove
1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
skin, and its long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant
feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as
Magic Items
The Book of Many Things
attaching the sphere to the weapon. The weapon becomes a magic weapon with a +1 bonus to attack and damage rolls. While wielding this weapon, you gain the following benefits:
Dimensional Anchor. You have
banished creature returns, it reappears in the space it left or the nearest unoccupied space if that space is occupied. Once this property is used, it can’t be used again until the next dawn
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
magic. Consequently, the lid cannot be removed. The stone sarcophagus is impervious to damage and spells. Whenever one of the three chests is locked, a carved button magically appears on the sarcophagus
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
magic. Consequently, the lid cannot be removed. The stone sarcophagus is impervious to damage and spells. Whenever one of the three chests is locked, a carved button magically appears on the sarcophagus
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
magic. Consequently, the lid cannot be removed. The stone sarcophagus is impervious to damage and spells. Whenever one of the three chests is locked, a carved button magically appears on the sarcophagus
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Benefits of the Rest. To start a Long Rest, you must have at least 1 Hit Point. When you finish the rest, you gain the following benefits: Regain All HP. You regain all lost Hit Points and all spent Hit
Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Benefits of the Rest. To start a Long Rest, you must have at least 1 Hit Point. When you finish the rest, you gain the following benefits: Regain All HP. You regain all lost Hit Points and all spent Hit
Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Benefits of the Rest. To start a Long Rest, you must have at least 1 Hit Point. When you finish the rest, you gain the following benefits: Regain All HP. You regain all lost Hit Points and all spent Hit
Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Benefits of the Rest. To start a Long Rest, you must have at least 1 Hit Point. When you finish the rest, you gain the following benefits: Regain All HP. You regain all lost Hit Points and all spent Hit
Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Benefits of the Rest. To start a Long Rest, you must have at least 1 Hit Point. When you finish the rest, you gain the following benefits: Regain All HP. You regain all lost Hit Points and all spent Hit
Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Benefits of the Rest. To start a Long Rest, you must have at least 1 Hit Point. When you finish the rest, you gain the following benefits: Regain All HP. You regain all lost Hit Points and all spent Hit
Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the
Compendium
- Sources->Dungeons & Dragons->Divine Contention
capstan’s spokes has a hidden button. Pressing the button unlocks and locks the capstan. While unlocked, a creature can use their action to turn the capstan clockwise, raising the six ballistae and the
command word is spoken by that creature again, the statue returns to its original position on the ship and is no longer animate. The statue has AC 17, 27 hit points, and immunity to poison and psychic
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
force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack’s target, then immediately returns
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
force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack’s target, then immediately returns
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
force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack’s target, then immediately returns
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
these benefits: The prosthetic is a fully capable part of your body. You can take an action to remove the prosthetic, and it removes itself if your attunement to it ends. It can’t be removed against your
. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
these benefits: The prosthetic is a fully capable part of your body. You can take an action to remove the prosthetic, and it removes itself if your attunement to it ends. It can’t be removed against your
. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
these benefits: The prosthetic is a fully capable part of your body. You can take an action to remove the prosthetic, and it removes itself if your attunement to it ends. It can’t be removed against your
. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
capstan’s spokes has a hidden button. Pressing the button unlocks and locks the capstan. While unlocked, a creature can use their action to turn the capstan clockwise, raising the six ballistae and the
command word is spoken by that creature again, the statue returns to its original position on the ship and is no longer animate. The statue has AC 17, 27 hit points, and immunity to poison and psychic
Compendium
- Sources->Dungeons & Dragons->Divine Contention
capstan’s spokes has a hidden button. Pressing the button unlocks and locks the capstan. While unlocked, a creature can use their action to turn the capstan clockwise, raising the six ballistae and the
command word is spoken by that creature again, the statue returns to its original position on the ship and is no longer animate. The statue has AC 17, 27 hit points, and immunity to poison and psychic
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
stand against the wave.
Orc Culture and Beliefs
Orcs live in constant fear of their gods, and their behavior is rooted in that mentality. They believe that they can see the influence of the gods
Feats
Wayfinder's Guide to Eberron
You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20
Dragonmark Flaws table.
Aberrant Dragonmark Flaws
d8
Flaw
1
Your mark is a source of constant physical pain.
2
Your mark whispers to you. Its meaning can be unclear.
3
When
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Acquisitions Incorporated franchise and the rules for running it. Franchise benefits are organized by level tier, and include an ever-expanding business territory, wide ranges of options and
party stand out in a crowded marketplace. And because taking a vacation is no excuse for diminished returns, an Acquisitions Incorporated franchise can make use of expanded rules for downtime and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Movement Upgrades Each movement upgrade applies to a specific movement type. A component can gain the benefits of one upgrade. Clockwork Oars Using a combination of magic and clockwork, the oars on
this ship require only one crew member to use them, pushing the button or lever that activates them. Ever-Full Sails These billowing sails are woven from cloud-stuff drawn from the Elemental Plane of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Movement Upgrades Each movement upgrade applies to a specific movement type. A component can gain the benefits of one upgrade. Clockwork Oars Using a combination of magic and clockwork, the oars on
this ship require only one crew member to use them, pushing the button or lever that activates them. Ever-Full Sails These billowing sails are woven from cloud-stuff drawn from the Elemental Plane of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Acquisitions Incorporated franchise and the rules for running it. Franchise benefits are organized by level tier, and include an ever-expanding business territory, wide ranges of options and
party stand out in a crowded marketplace. And because taking a vacation is no excuse for diminished returns, an Acquisitions Incorporated franchise can make use of expanded rules for downtime and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Acquisitions Incorporated franchise and the rules for running it. Franchise benefits are organized by level tier, and include an ever-expanding business territory, wide ranges of options and
party stand out in a crowded marketplace. And because taking a vacation is no excuse for diminished returns, an Acquisitions Incorporated franchise can make use of expanded rules for downtime and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Movement Upgrades Each movement upgrade applies to a specific movement type. A component can gain the benefits of one upgrade. Clockwork Oars Using a combination of magic and clockwork, the oars on
this ship require only one crew member to use them, pushing the button or lever that activates them. Ever-Full Sails These billowing sails are woven from cloud-stuff drawn from the Elemental Plane of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
you. Charm of Feather Falling Supernatural Gift (Charm) This Charm grants you the benefits of a Ring of Feather Falling. These benefits last for 10 days, after which the Charm vanishes from you. Charm
days. The Charm then vanishes from you, and the weapon returns to normal. Charm of Vitality Supernatural Gift (Charm) This Charm allows you to give yourself the benefit of a Potion of Vitality as a Magic action. Once you do so, the Charm vanishes from you.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Charm of Feather Falling This charm grants you the benefits of a ring of feather falling. These benefits last for 10 days, after which the charm vanishes from you. Charm of Heroism This charm allows you
Slayer One sword in your possession becomes a dragon slayer or giant slayer (DM’s choice) for the next 9 days. The charm then vanishes from you, and the weapon returns to normal. Charm of Vitality This
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Charm of Feather Falling This charm grants you the benefits of a ring of feather falling. These benefits last for 10 days, after which the charm vanishes from you. Charm of Heroism This charm allows you
Slayer One sword in your possession becomes a dragon slayer or giant slayer (DM’s choice) for the next 9 days. The charm then vanishes from you, and the weapon returns to normal. Charm of Vitality This
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Charm of Feather Falling This charm grants you the benefits of a ring of feather falling. These benefits last for 10 days, after which the charm vanishes from you. Charm of Heroism This charm allows you
Slayer One sword in your possession becomes a dragon slayer or giant slayer (DM’s choice) for the next 9 days. The charm then vanishes from you, and the weapon returns to normal. Charm of Vitality This






