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Monsters
Van Richten’s Guide to Ravenloft
Boon of Dread. Eerie whispers can now be heard around the priest. Any non-Undead creature that starts its turn within 30 feet of the priest must succeed on a DC 15 Wisdom saving throw or be
frightened of the priest until the start of the creature’s next turn.
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The
Monsters
Van Richten’s Guide to Ravenloft
Deathly Boon. It can cast animate dead and create undead once per day each, using Intelligence as the spellcasting ability.
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons
of Undeath table for the boon the priest receives. The priest dies if it receives a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points
Monsters
Van Richten’s Guide to Ravenloft
Ectoplasmic Boon. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the creature’s next turn, until
which the creature is covered by ectoplasm.
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it receives
Monsters
Van Richten’s Guide to Ravenloft
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it receives a boon it already has. If it receives a new
boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To prevent this revival, the Tattoo of Osybus on the priest’s body must be
Monsters
Van Richten’s Guide to Ravenloft
Spectral Boon. It can move through creatures and objects as if they were difficult terrain, but it takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Wraithlike","rollDamageType
":"force"} force damage if it ends its turn inside a creature or an object.
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives
Monsters
Van Richten’s Guide to Ravenloft
Vampiric Boon. When the priest deals necrotic damage to any creature, the priest gains a number of temporary hit points equal to half that necrotic damage. The priest’s speed also increases by
10 feet.
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it receives a boon it already has. If it
Monsters
Van Richten’s Guide to Ravenloft
Blazing Boon. All fire damage it deals becomes necrotic damage.
Illumination. The priest sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an
): blur, flaming sphere
3rd level (1 slot): fireball
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it
races
Van Richten’s Guide to Ravenloft
.
Heir of Hags
One way hags create more of their kind is through the creation of hexbloods. Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. This includes an
mark of the bargain between hag and hexblood, a debt owed, or a change to come.
Hexblood Origins
A bargain with a hag or other eerie forces transformed your character into a magical being. Roll on
Monsters
The Wild Beyond the Witchlight
Amphibious. Bavlorna can breathe air and water.
Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
Widdershins Allergy. If a creature
target. Hit: 17 (4d6 + 3);{"diceNotation":"4d6+3","rollType":"damage","rollAction":"Withering Ray","rollDamageType":"necrotic"} necrotic damage.
Create Lornlings (Recharge 5–6);{"diceNotation":"1d6
Monsters
Van Richten’s Guide to Ravenloft
Actions). The juggernaut recharges Deadly Shaping and uses it.Relentless juggernauts are massive brutes that thirst for carnage. Their presence twists the world around them, allowing them to create
was left for dead and granted new life to seek revenge.
2
It was turned into a weapon of vengeance by a family member’s bargain with sinister forces.
3
It was marked by a fiend before
classes
Player’s Handbook
: Acrobatics, Athletics, History, Insight, Religion, or Stealth
Weapon Proficiencies
Simple weapons and Martial weapons that have the Light property
Tool Proficiencies
Choose one type of Artisan
manifestation of defense and speed, this power infuses all that a Monk does.
Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and
classes
Player’s Handbook
, History, Insight, Investigation, Medicine, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) 2 Dagger;Daggers, Staff
Mastery
5
23
4
3
3
3
3
1
1
1
1
19
+6
Epic Boon
5
24
4
3
3
3
3
2
1
1
1
20
+6
Signature Spells
5
25
4
3
3
3
3
2
2
1
1
Wizard Class Features
As a Wizard
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hazards. Appendix B presents several elder runes on paper cards that you can photocopy and cut out to create an Elder Runes Deck. When circumstances call for the appearance of an elder rune, a card is
beneficial (called the boon effect) and the other harmful (called the bane effect). The elder rune’s creator chooses which effect occurs or can randomize it so that a die is rolled to determine whether the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Heir of Hags One way hags create more of their kind is through the creation of hexbloods. Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. This includes an
unusual crown, often called an eldercross or a witch’s turn. This living, garland-like part of a hexblood’s body extends from their temples and wraps behind the head, serving as a visible mark of the bargain between hag and hexblood, a debt owed, or a change to come.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Heir of Hags One way hags create more of their kind is through the creation of hexbloods. Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. This includes an
unusual crown, often called an eldercross or a witch’s turn. This living, garland-like part of a hexblood’s body extends from their temples and wraps behind the head, serving as a visible mark of the bargain between hag and hexblood, a debt owed, or a change to come.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hazards. Appendix B presents several elder runes on paper cards that you can photocopy and cut out to create an Elder Runes Deck. When circumstances call for the appearance of an elder rune, a card is
beneficial (called the boon effect) and the other harmful (called the bane effect). The elder rune’s creator chooses which effect occurs or can randomize it so that a die is rolled to determine whether the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hazards. Appendix B presents several elder runes on paper cards that you can photocopy and cut out to create an Elder Runes Deck. When circumstances call for the appearance of an elder rune, a card is
beneficial (called the boon effect) and the other harmful (called the bane effect). The elder rune’s creator chooses which effect occurs or can randomize it so that a die is rolled to determine whether the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Heir of Hags One way hags create more of their kind is through the creation of hexbloods. Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. This includes an
unusual crown, often called an eldercross or a witch’s turn. This living, garland-like part of a hexblood’s body extends from their temples and wraps behind the head, serving as a visible mark of the bargain between hag and hexblood, a debt owed, or a change to come.
classes
Player’s Handbook
: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light, Medium, and Heavy armor and Shields
Starting
2
—
16
+5
Ability Score Improvement
3
12
4
3
3
2
—
17
+6
—
3
14
4
3
3
3
1
18
+6
Aura Expansion
3
14
4
3
3
3
1
19
+6
Epic Boon
3
15
classes
Player’s Handbook
, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather
)
9
4
13
3
5
16
+5
Ability Score Improvement
9
4
13
3
5
17
+6
Mystic Arcanum (level 9 spell)
9
4
14
4
5
18
+6
—
10
4
14
4
5
19
+6
Epic Boon
10
4
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
surface (see “Magic Treatments” below), and the hags are skilled at tricking guests into thinking the benefits outweigh the cost. The price for these special rituals is described as “some small boon
,” which the sisters promise to call for within a year. Any creature that accepts the bargain is taken to the studio in the temple tower (area T15), where the sisters work together to paint a beautiful
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
surface (see “Magic Treatments” below), and the hags are skilled at tricking guests into thinking the benefits outweigh the cost. The price for these special rituals is described as “some small boon
,” which the sisters promise to call for within a year. Any creature that accepts the bargain is taken to the studio in the temple tower (area T15), where the sisters work together to paint a beautiful
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
surface (see “Magic Treatments” below), and the hags are skilled at tricking guests into thinking the benefits outweigh the cost. The price for these special rituals is described as “some small boon
,” which the sisters promise to call for within a year. Any creature that accepts the bargain is taken to the studio in the temple tower (area T15), where the sisters work together to paint a beautiful
classes
Player’s Handbook
: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 2 Dagger;Daggers
3
3
3
2
1
1
1
1
18
+6
Subclass feature
18
6
20
4
3
3
3
3
1
1
1
1
19
+6
Epic Boon
19
6
21
4
3
3
3
3
2
1
1
1
20
+6
Arcane Apotheosis
20
6
22
4
3
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
). The characters might intend to uphold a bargain made with Skabatha Nightshade (see “Bargaining with Skabatha” in chapter 3). The characters might want to create a distraction, and performing a play is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
). The characters might intend to uphold a bargain made with Skabatha Nightshade (see “Bargaining with Skabatha” in chapter 3). The characters might want to create a distraction, and performing a play is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
). The characters might intend to uphold a bargain made with Skabatha Nightshade (see “Bargaining with Skabatha” in chapter 3). The characters might want to create a distraction, and performing a play is
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
, smelting, forging, and religion. If the tribe has any spellcasters, this caste includes them. Lashers follow the lead of the tribe’s boss, and enforce their will on other goblins with whips
know a goblin is unlikely to be able to uphold its end of any bargain.
Even when a goblin is born with the ability to become a spellcaster, the knowledge and talent necessary to carry on the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
navigator’s tools, you can roll a d4 and add the number rolled to the ability check. Storm’s Boon. You have resistance to lightning damage. Headwinds. You know the gust cantrip. Starting at 3rd level, you
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You seize the air and compel it to create one of the following effects at a point you can
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
navigator’s tools, you can roll a d4 and add the number rolled to the ability check. Storm’s Boon. You have resistance to lightning damage. Headwinds. You know the gust cantrip. Starting at 3rd level, you
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You seize the air and compel it to create one of the following effects at a point you can
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
navigator’s tools, you can roll a d4 and add the number rolled to the ability check. Storm’s Boon. You have resistance to lightning damage. Headwinds. You know the gust cantrip. Starting at 3rd level, you
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You seize the air and compel it to create one of the following effects at a point you can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
—perhaps someone familiar with lore about the immortal but not directly inspired by it. Agents typically have proficiency in skills such as Arcana, History, and Religion. Innocent. Some characters have no
key part of a prophecy, or made what seemed like an innocent bargain with a harmless old hermit, or found an artifact with mysterious powers. The folk hero background is ideal for the Innocent
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
—perhaps someone familiar with lore about the immortal but not directly inspired by it. Agents typically have proficiency in skills such as Arcana, History, and Religion. Innocent. Some characters have no
key part of a prophecy, or made what seemed like an innocent bargain with a harmless old hermit, or found an artifact with mysterious powers. The folk hero background is ideal for the Innocent
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
—perhaps someone familiar with lore about the immortal but not directly inspired by it. Agents typically have proficiency in skills such as Arcana, History, and Religion. Innocent. Some characters have no
key part of a prophecy, or made what seemed like an innocent bargain with a harmless old hermit, or found an artifact with mysterious powers. The folk hero background is ideal for the Innocent
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Faiths of Khorvaire Religion plays an important role in Eberron. While gods don’t physically manifest as they do in other settings, people of faith believe that divine forces play a role in everyday
can be useful to think about the source of your faith. Were you brought up in your religion, or did you come to it later in life? Are you primarily devoted to the principles of your religion, or have






