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Backgrounds
The Book of Many Things
containing 18 gp
Feature: Fortune’s Favor
Your unexpected good fortune is reflected by a minor boon. You gain the Lucky, Magic Initiate, or Skilled feat (your choice). Your choice of feat
Tarrasque
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
":"roll","rollAction":"Reflective Carapace"}. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the
, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.The tarrasque can take 3 legendary actions, choosing from the options
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
until her concentration is broken (as if concentrating on a spell).Auril can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
Monsters
The Wild Beyond the Witchlight
Boon of Immortality. Iggwilv is immune to any effect that would age her, and she can’t die from old age.
Legendary Resistance (3/Day). If Iggwilv fails a saving throw, she can choose to
actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Iggwilv regains spent legendary actions at the
Monsters
Icewind Dale: Rime of the Frostmaiden
actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Auril regains spent legendary actions at the start of
form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the
Monsters
Eberron: Rising from the Last War
of that form.Rak Tulkhesh can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Rak
to bear on the world. But he can influence events in the vicinity of any of his shards, drawing power from acts of violence.
The Last War was a boon that allowed Rak Tulkhesh to darken the hearts of
Monsters
Mythic Odysseys of Theros
immediately make the save.
If Hythonia sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, she is affected by her own gaze.
Shed Skin (Mythic Trait
","rollDamageType":"bludgeoning"} bludgeoning damage, and Hythonia can pull the target up to 5 feet closer to her if it is a Large or smaller creature.Hythonia can take 3 legendary actions, choosing from the options
Monsters
Icewind Dale: Rime of the Frostmaiden
, and immunity to all damage except fire damage. The freed creature appears in an unoccupied space of its choice within 30 feet of the shattered crystal.Auril can take 3 legendary actions, choosing
solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
damage, and manifest the Siberys mark of Storm. A character with ties to House Phiarlan or House Thuranni might represent the Siberys mark of Shadow by choosing the Boon of the Night Spirit. What’s New
doesn’t conceal the dragonmark’s ability or remain firmly aligned with the dragonmarked house is likely to become the target of assassins.
The Boon of Siberys, described in the “Feats” section later
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
damage, and manifest the Siberys mark of Storm. A character with ties to House Phiarlan or House Thuranni might represent the Siberys mark of Shadow by choosing the Boon of the Night Spirit. What’s New
doesn’t conceal the dragonmark’s ability or remain firmly aligned with the dragonmarked house is likely to become the target of assassins.
The Boon of Siberys, described in the “Feats” section later
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
damage, and manifest the Siberys mark of Storm. A character with ties to House Phiarlan or House Thuranni might represent the Siberys mark of Shadow by choosing the Boon of the Night Spirit. What’s New
doesn’t conceal the dragonmark’s ability or remain firmly aligned with the dragonmarked house is likely to become the target of assassins.
The Boon of Siberys, described in the “Feats” section later
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Journey to the Nether Mountains The journey from Waterdeep to the Nether Mountains is more than six hundred miles. Otaaryliakkarnos is willing to grant the characters the special boon of flying them
, they might pass through some of these ruined settlements, or encounter cult marauders, brigands, refugees, and chromatic dragons bent on destruction. Use your own discretion when choosing how many combat encounters the journey should encompass.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Journey to the Nether Mountains The journey from Waterdeep to the Nether Mountains is more than six hundred miles. Otaaryliakkarnos is willing to grant the characters the special boon of flying them
, they might pass through some of these ruined settlements, or encounter cult marauders, brigands, refugees, and chromatic dragons bent on destruction. Use your own discretion when choosing how many combat encounters the journey should encompass.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Journey to the Nether Mountains The journey from Waterdeep to the Nether Mountains is more than six hundred miles. Otaaryliakkarnos is willing to grant the characters the special boon of flying them
, they might pass through some of these ruined settlements, or encounter cult marauders, brigands, refugees, and chromatic dragons bent on destruction. Use your own discretion when choosing how many combat encounters the journey should encompass.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
focus in your occult studies: Replace one cantrip you learned from this class’s Pact Magic feature with another cantrip from the warlock spell list. Replace the option you chose for the Pact Boon
ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Journey to the Nether Mountains The journey from Waterdeep to the Nether Mountains is more than six hundred miles. Otaaryliakkarnos is willing to grant the characters the special boon of flying them
, they might pass through some of these ruined settlements, or encounter cult marauders, brigands, refugees, and chromatic dragons bent on destruction. Use your own discretion when choosing how many combat encounters the journey should encompass.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
focus in your occult studies: Replace one cantrip you learned from this class’s Pact Magic feature with another cantrip from the warlock spell list. Replace the option you chose for the Pact Boon
ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Journey to the Nether Mountains The journey from Waterdeep to the Nether Mountains is more than six hundred miles. Otaaryliakkarnos is willing to grant the characters the special boon of flying them
, they might pass through some of these ruined settlements, or encounter cult marauders, brigands, refugees, and chromatic dragons bent on destruction. Use your own discretion when choosing how many combat encounters the journey should encompass.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Journey to the Nether Mountains The journey from Waterdeep to the Nether Mountains is more than six hundred miles. Otaaryliakkarnos is willing to grant the characters the special boon of flying them
, they might pass through some of these ruined settlements, or encounter cult marauders, brigands, refugees, and chromatic dragons bent on destruction. Use your own discretion when choosing how many combat encounters the journey should encompass.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
focus in your occult studies: Replace one cantrip you learned from this class’s Pact Magic feature with another cantrip from the warlock spell list. Replace the option you chose for the Pact Boon
ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
The Gods of Two Peoples There are no half-elven gods, so half-elves follow elven or human deities of their choosing — although just as many religious half-elves believe that their gods choose them
are seen as boon companions. Some half-elves are drawn to outsiders such as Auril, Eldath, Erevan Ilesere, and Ilmater, or to nature gods like Mielikki, Rillifane Rallathil, and Silvanus. Half-elves from Aglarond often choose Chauntea, Selûne, or one of the Seldarine as their patron.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
The Gods of Two Peoples There are no half-elven gods, so half-elves follow elven or human deities of their choosing — although just as many religious half-elves believe that their gods choose them
are seen as boon companions. Some half-elves are drawn to outsiders such as Auril, Eldath, Erevan Ilesere, and Ilmater, or to nature gods like Mielikki, Rillifane Rallathil, and Silvanus. Half-elves from Aglarond often choose Chauntea, Selûne, or one of the Seldarine as their patron.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
The Gods of Two Peoples There are no half-elven gods, so half-elves follow elven or human deities of their choosing — although just as many religious half-elves believe that their gods choose them
are seen as boon companions. Some half-elves are drawn to outsiders such as Auril, Eldath, Erevan Ilesere, and Ilmater, or to nature gods like Mielikki, Rillifane Rallathil, and Silvanus. Half-elves from Aglarond often choose Chauntea, Selûne, or one of the Seldarine as their patron.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
3 3 3 1 19 +6 Epic Boon 6 15 4 3 3 3 2 20 +6 Foe Slayer 6 15 4 3 3 3 2 Level 1: Spellcasting You have learned to channel the magical essence of nature to cast spells. See “Spells” for the rules on
the language tables in “Creating a Character”. Level 2: Fighting Style You gain a Fighting Style feat of your choice (see “Feats”). Instead of choosing one of those feats, you can choose the option
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
3 3 3 1 19 +6 Epic Boon 6 15 4 3 3 3 2 20 +6 Foe Slayer 6 15 4 3 3 3 2 Level 1: Spellcasting You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on
the language tables in chapter 2. Level 2: Fighting Style You gain a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you can choose the option below
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
3 3 3 1 19 +6 Epic Boon 6 15 4 3 3 3 2 20 +6 Foe Slayer 6 15 4 3 3 3 2 Level 1: Spellcasting You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on
the language tables in chapter 2. Level 2: Fighting Style You gain a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you can choose the option below
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
3 3 3 1 19 +6 Epic Boon 6 15 4 3 3 3 2 20 +6 Foe Slayer 6 15 4 3 3 3 2 Level 1: Spellcasting You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on
the language tables in chapter 2. Level 2: Fighting Style You gain a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you can choose the option below
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
3 3 3 1 19 +6 Epic Boon 6 15 4 3 3 3 2 20 +6 Foe Slayer 6 15 4 3 3 3 2 Level 1: Spellcasting You have learned to channel the magical essence of nature to cast spells. See “Spells” for the rules on
the language tables in “Creating a Character”. Level 2: Fighting Style You gain a Fighting Style feat of your choice (see “Feats”). Instead of choosing one of those feats, you can choose the option
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
3 3 3 1 19 +6 Epic Boon 6 15 4 3 3 3 2 20 +6 Foe Slayer 6 15 4 3 3 3 2 Level 1: Spellcasting You have learned to channel the magical essence of nature to cast spells. See “Spells” for the rules on
the language tables in “Creating a Character”. Level 2: Fighting Style You gain a Fighting Style feat of your choice (see “Feats”). Instead of choosing one of those feats, you can choose the option
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Charisma Warlock Intelligence or Charisma Wizard Intelligence or Wisdom The Expertise feature works differently than normal under this rule. At 1st level, instead of choosing two skill proficiencies, a
check to which the character’s prior training and experience (reflected in the character’s background) reasonably applies. The DM is the ultimate judge of whether the character’s background applies. For
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Charisma Warlock Intelligence or Charisma Wizard Intelligence or Wisdom The Expertise feature works differently than normal under this rule. At 1st level, instead of choosing two skill proficiencies, a
check to which the character’s prior training and experience (reflected in the character’s background) reasonably applies. The DM is the ultimate judge of whether the character’s background applies. For
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
called infernal blessings. When a character attracts the attention of Hulgaz, she or her servants confront the character and offer a boon. But any boon on offer is fated to make the recipient miserable
will: Charm Person
2/day each: Dispel Magic, Fog Cloud
1/day: Teleport
Legendary Actions
Hulgaz can take 3 legendary actions, choosing from the options below. Only one legendary action option can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Charisma Warlock Intelligence or Charisma Wizard Intelligence or Wisdom The Expertise feature works differently than normal under this rule. At 1st level, instead of choosing two skill proficiencies, a
check to which the character’s prior training and experience (reflected in the character’s background) reasonably applies. The DM is the ultimate judge of whether the character’s background applies. For
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
called infernal blessings. When a character attracts the attention of Hulgaz, she or her servants confront the character and offer a boon. But any boon on offer is fated to make the recipient miserable
will: Charm Person
2/day each: Dispel Magic, Fog Cloud
1/day: Teleport
Legendary Actions
Hulgaz can take 3 legendary actions, choosing from the options below. Only one legendary action option can
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
called infernal blessings. When a character attracts the attention of Hulgaz, she or her servants confront the character and offer a boon. But any boon on offer is fated to make the recipient miserable
will: Charm Person
2/day each: Dispel Magic, Fog Cloud
1/day: Teleport
Legendary Actions
Hulgaz can take 3 legendary actions, choosing from the options below. Only one legendary action option can






