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Monsters
Quests from the Infinite Staircase
enjoy eternal bliss in the afterlife while his priests are condemned to live out the rest of their lives imprisoned in his pyramid?” he thought. In his anger, Nafik turned to unholy grimoires
The Celestial
Legacy
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Classes
Xanathar's Guide to Everything
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact
desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.
Celestial
Monsters
Van Richten’s Guide to Ravenloft
Headless Summoning (Recharges after a Short or Long Rest). If the dullahan is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it regains 97 hit points. In addition, it
a specific location their battlefield. This gives rise to stories of haunted battlegrounds, ruins, roads, river crossings and other strategic locations where a dullahan continues a terrifying
races
Player’s Handbook
to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.
An environment subtly transforms elves after they inhabit it for a millennium or
Xen’drik.
High Elves
High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For
Equipment
When you smoke requiem bliss, you experience feelings of euphoria. You summon the spirit of a single deceased person whose name you know. The spirit takes on the physical characteristics it had in
that requiem is not smoked. Levels of exhaustion gained through requiem use do not reduce as normal after taking a long rest. Smoking requiem again eliminates levels of exhaustion gained from abstaining
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, rotting soil. Conveniently secluded from the rest of the Underdark, Yggmorgus is a perfect base of operations for the Demon Queen of Fungi. She has completely enthralled Phylo, and the hapless sovereign
discerned and sometimes even felt. Characters who ask the myconids about it receive mixed responses. Sovereign Phylo and those loyal to it enter a state of near bliss when they speak about Yggmorgus, as
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, rotting soil. Conveniently secluded from the rest of the Underdark, Yggmorgus is a perfect base of operations for the Demon Queen of Fungi. She has completely enthralled Phylo, and the hapless sovereign
discerned and sometimes even felt. Characters who ask the myconids about it receive mixed responses. Sovereign Phylo and those loyal to it enter a state of near bliss when they speak about Yggmorgus, as
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, rotting soil. Conveniently secluded from the rest of the Underdark, Yggmorgus is a perfect base of operations for the Demon Queen of Fungi. She has completely enthralled Phylo, and the hapless sovereign
discerned and sometimes even felt. Characters who ask the myconids about it receive mixed responses. Sovereign Phylo and those loyal to it enter a state of near bliss when they speak about Yggmorgus, as
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
to move through patches of mold and fungi instead of trees. Once it casts this spell, the infected creature can’t cast the spell again until it finishes a long rest.
Any creature infected with
Zuggtmoy’s gift has disadvantage on attack rolls against plant creatures. In addition, whenever an infected creature finishes a short or long rest, it must make a DC 15 Wisdom saving throw. On a failed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
to move through patches of mold and fungi instead of trees. Once it casts this spell, the infected creature can’t cast the spell again until it finishes a long rest.
Any creature infected with
Zuggtmoy’s gift has disadvantage on attack rolls against plant creatures. In addition, whenever an infected creature finishes a short or long rest, it must make a DC 15 Wisdom saving throw. On a failed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
to move through patches of mold and fungi instead of trees. Once it casts this spell, the infected creature can’t cast the spell again until it finishes a long rest.
Any creature infected with
Zuggtmoy’s gift has disadvantage on attack rolls against plant creatures. In addition, whenever an infected creature finishes a short or long rest, it must make a DC 15 Wisdom saving throw. On a failed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Undead haunt this bleak plane, as do other creatures that thrive in the gloom, including cloakers and darkmantles. Julian Kok The Shadowfell is a realm of death, despair, and dread Shadow Crossings Shadow
crossings are locations where the veil between the Material Plane and the Shadowfell is so thin that creatures can pass from one plane to the other. A blot of shadow in the corner of a dusty crypt
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Undead haunt this bleak plane, as do other creatures that thrive in the gloom, including cloakers and darkmantles. Julian Kok The Shadowfell is a realm of death, despair, and dread Shadow Crossings Shadow
crossings are locations where the veil between the Material Plane and the Shadowfell is so thin that creatures can pass from one plane to the other. A blot of shadow in the corner of a dusty crypt
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Being connected to such power can cause changes in your behavior and beliefs
patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Being connected to such power can cause changes in your behavior and beliefs
patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Undead haunt this bleak plane, as do other creatures that thrive in the gloom, including cloakers and darkmantles. Julian Kok The Shadowfell is a realm of death, despair, and dread Shadow Crossings Shadow
crossings are locations where the veil between the Material Plane and the Shadowfell is so thin that creatures can pass from one plane to the other. A blot of shadow in the corner of a dusty crypt
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Being connected to such power can cause changes in your behavior and beliefs
patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, including worlds in the Material Plane. Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest. In
. High Elves High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, including worlds in the Material Plane. Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest. In
. High Elves High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
worlds in the Material Plane. Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest. In that state
High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call themselves sun
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, including worlds in the Material Plane. Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest. In
. High Elves High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
worlds in the Material Plane. Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest. In that state
High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call themselves sun
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
worlds in the Material Plane. Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest. In that state
High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call themselves sun
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Perception skill. Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain
acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. ELVES OF MANY REALMS
Created by the god Corellon, the first elves were Fey
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Perception skill. Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain
acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. ELVES OF MANY REALMS
Created by the god Corellon, the first elves were Fey
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
properties of your own design. Bliss Island. Those who visit the island risk being enchanted so they never want to leave. At the end of each long rest it takes on this island, a visitor must succeed on a DC
locations for characters exploring uncharted oceans or those simply trying to get home. While any island might present the opportunity to rest, weather storms, restock, and explore, the islands of Theros
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
time went on, Nafik grew envious of Amun Sa. “Why should the pharaoh get to enjoy eternal bliss in the afterlife while his priests are condemned to live out the rest of their lives imprisoned in his
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Perception skill. Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain
acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. ELVES OF MANY REALMS
Created by the god Corellon, the first elves were Fey
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
time went on, Nafik grew envious of Amun Sa. “Why should the pharaoh get to enjoy eternal bliss in the afterlife while his priests are condemned to live out the rest of their lives imprisoned in his
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
time went on, Nafik grew envious of Amun Sa. “Why should the pharaoh get to enjoy eternal bliss in the afterlife while his priests are condemned to live out the rest of their lives imprisoned in his
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
properties of your own design. Bliss Island. Those who visit the island risk being enchanted so they never want to leave. At the end of each long rest it takes on this island, a visitor must succeed on a DC
locations for characters exploring uncharted oceans or those simply trying to get home. While any island might present the opportunity to rest, weather storms, restock, and explore, the islands of Theros
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
properties of your own design. Bliss Island. Those who visit the island risk being enchanted so they never want to leave. At the end of each long rest it takes on this island, a visitor must succeed on a DC
locations for characters exploring uncharted oceans or those simply trying to get home. While any island might present the opportunity to rest, weather storms, restock, and explore, the islands of Theros
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
a specific location their battlefield. This gives rise to stories of haunted battlegrounds, ruins, roads, river crossings and other strategic locations where a dullahan continues a terrifying
) Proficiency Bonus +4
Headless Summoning (Recharges after a Short or Long Rest). If the dullahan is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it regains 97 hit points. In
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
a specific location their battlefield. This gives rise to stories of haunted battlegrounds, ruins, roads, river crossings and other strategic locations where a dullahan continues a terrifying
) Proficiency Bonus +4
Headless Summoning (Recharges after a Short or Long Rest). If the dullahan is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it regains 97 hit points. In
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of once), and you regain all expended uses when you finish a Long Rest.
In addition, whenever you cast that spell, you can choose one of the following additional effects.
Refreshing Step
until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it. Level 14: Bewitching Magic Your patron grants you the ability to weave your magic






