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Magic Items
Dungeon Master’s Guide
and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
Moradin. While attuned to the axe, you gain the following benefits:
Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Fortitude of
Monsters
Tomb of Annihilation
of its turns.
Inspire (1/day). While taking a short rest, the tabaxi can spend 1 minute singing, playing an instrument, telling a story, or reciting a poem to soothe and inspire creatures other than
itself. Up to five creatures of the tabaxi's choice that can see and hear its performance gain 8 temporary hit points at the end of the tabaxi's short rest.Multiattack. The tabaxi makes two claw attacks
Magic Items
Tasha’s Cauldron of Everything
tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).
Each tooth can only be used once. Track which teeth have been used. If a tooth’s
your own teeth falls out, and the drawn tooth takes its place, resizing to fit in your mouth. Once the tooth is implanted, you gain the effect noted in the Implanted Effect column. The tooth can
Axe of the Dwarvish Lords
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Magic Items
Dungeon Master’s Guide (2014)
adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage
beneficial properties
1 major beneficial property
2 minor detrimental properties
Blessings of Moradin
If you are a dwarf attuned to the axe, you gain the following benefits:
You have immunity
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them. If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a cleric. Unlike the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them. If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a ranger. Unlike the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them. If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a cleric. Unlike the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them. If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a ranger. Unlike the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Deft Explorer 1st-level ranger feature, which replaces the Natural Explorer feature You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels
. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. A Halfling Ranger explores the wilds Canny (1st Level) Choose one of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Deft Explorer 1st-level ranger feature, which replaces the Natural Explorer feature You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels
. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. A Halfling Ranger explores the wilds Canny (1st Level) Choose one of
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Chasing the Children During the town meeting, two servants of the Morninglord are tasked with keeping an eye on a group of about twenty children between the ages of four and twelve. These kids belong
or order them to behave. Whichever adventurer does the best job of corralling the children might gain an admirer. This child can be totally smitten or intrigued by the character, following them around
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Chasing the Children During the town meeting, two servants of the Morninglord are tasked with keeping an eye on a group of about twenty children between the ages of four and twelve. These kids belong
or order them to behave. Whichever adventurer does the best job of corralling the children might gain an admirer. This child can be totally smitten or intrigued by the character, following them around
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their
choice. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their
choice. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
they experiment with it and refine its magical capabilities. Tools of the Trade 3rd-level Armorer feature You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you
already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice. Armorer Spells 3rd-level Armorer feature You always have certain spells prepared after
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. First Blood If the characters have forged an alliance with Xarann A’Daragon (see area 17d), he goes on ahead of them and distracts the drow in area 18b, allowing the characters to gain surprise
circle around Drinrith and the fourteenth male drow, who are engaged in a duel. When Drinrith draws blood or knocks the male to the ground, she either replaces him with a new challenger or orders two
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hull Upgrades Any ship with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the ship’s other components. Churning Hull A tempest rages within these
used again until 1d4 hours have passed. Frost-Locked Hull This upgrade replaces a ship’s hull with supernatural ice drawn from the elemental planes. The hull and the other components of the ship are
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
they experiment with it and refine its magical capabilities. Tools of the Trade 3rd-level Armorer feature You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you
already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice. Armorer Spells 3rd-level Armorer feature You always have certain spells prepared after
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. First Blood If the characters have forged an alliance with Xarann A’Daragon (see area 17d), he goes on ahead of them and distracts the drow in area 18b, allowing the characters to gain surprise
circle around Drinrith and the fourteenth male drow, who are engaged in a duel. When Drinrith draws blood or knocks the male to the ground, she either replaces him with a new challenger or orders two
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it. Magic
you are a dwarf attuned to the axe, you gain the following benefits: You have immunity to poison damage. The range of your darkvision increases by 60 feet. You gain proficiency with artisan’s tools
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hull Upgrades Any ship with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the ship’s other components. Churning Hull A tempest rages within these
used again until 1d4 hours have passed. Frost-Locked Hull This upgrade replaces a ship’s hull with supernatural ice drawn from the elemental planes. The hull and the other components of the ship are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
rest, the tabaxi can spend 1 minute singing, playing an instrument, telling a story, or reciting a poem to soothe and inspire creatures other than itself. Up to five creatures of the tabaxi’s choice
that can see and hear its performance gain 8 temporary hit points at the end of the tabaxi’s short rest.
Actions
Multiattack. The tabaxi makes two claws attacks or two dart attacks.
Claws. Melee
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
chasing after rumors and plundering old vaults to find it. Magic Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it. When you
hitting or missing, the weapon flies back to your hand. Blessings of Moradin. While attuned to the axe, you gain the following benefits: Darkvision. You gain Darkvision with a range of 60 feet. If you
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
rest, the tabaxi can spend 1 minute singing, playing an instrument, telling a story, or reciting a poem to soothe and inspire creatures other than itself. Up to five creatures of the tabaxi’s choice
that can see and hear its performance gain 8 temporary hit points at the end of the tabaxi’s short rest.
Actions
Multiattack. The tabaxi makes two claws attacks or two dart attacks.
Claws. Melee
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
chasing after rumors and plundering old vaults to find it. Magic Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it. When you
hitting or missing, the weapon flies back to your hand. Blessings of Moradin. While attuned to the axe, you gain the following benefits: Darkvision. You gain Darkvision with a range of 60 feet. If you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it. Magic
you are a dwarf attuned to the axe, you gain the following benefits: You have immunity to poison damage. The range of your darkvision increases by 60 feet. You gain proficiency with artisan’s tools
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) arrives with six bugbears and a gazer (see appendix B). If Noska is dead or otherwise indisposed, the beholder replaces him with Nar’l Xibrindas (see appendix B) and his grell bodyguard. If the
already with the characters, Renaer Neverember (see appendix B) replaces one of the swashbucklers. Emerald Enclave. Jeryth Phaulkon sends three swarms of rats to assist the characters. Once the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) arrives with six bugbears and a gazer (see appendix B). If Noska is dead or otherwise indisposed, the beholder replaces him with Nar’l Xibrindas (see appendix B) and his grell bodyguard. If the
already with the characters, Renaer Neverember (see appendix B) replaces one of the swashbucklers. Emerald Enclave. Jeryth Phaulkon sends three swarms of rats to assist the characters. Once the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. As a bonus action, you can expend one use of your Bardic
at 3rd level, you can charge your performance with seductive, fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Wisdom saving throw or gain one level of madness (see “Madness” in chapter 2). Characters can discern the shapes of writhing creatures inside each lump. Most of these are humanoids, though a few of the
abruptly stops screaming. A brief moment of lucidity replaces his terror, even as his eyes roll back into his head in some kind of bizarre euphoria as he goes limp and slowly sinks back down into the fungal
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. As a bonus action, you can expend one use of your Bardic
at 3rd level, you can charge your performance with seductive, fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. Light Domain Spells Cleric Level
Spells
1st burning hands, faerie fire 3rd
flaming sphere, scorching ray 5th daylight, fireball 7th guardian of faith, wall of fire 9th flame strike, scrying Bonus Cantrip When you choose this domain at 1st level, you gain the light cantrip if
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. Light Domain Spells Cleric Level
Spells
1st burning hands, faerie fire 3rd
flaming sphere, scorching ray 5th daylight, fireball 7th guardian of faith, wall of fire 9th flame strike, scrying Bonus Cantrip When you choose this domain at 1st level, you gain the light cantrip if
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Wisdom saving throw or gain one level of madness (see “Madness” in chapter 2). Characters can discern the shapes of writhing creatures inside each lump. Most of these are humanoids, though a few of the
abruptly stops screaming. A brief moment of lucidity replaces his terror, even as his eyes roll back into his head in some kind of bizarre euphoria as he goes limp and slowly sinks back down into the fungal
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Transformation, you gain both Stage 1 Boons and the Stage 1 Flaw. Stage 1 Boon: Aberrant Form Aberrant Horror Stage 1 Boon Your creature type becomes Aberration in addition to any other creature types you
have. Also, the first time you become Bloodied after a Short or Long Rest, you gain a number of Temporary Hit Points equal to your Proficiency Bonus plus your current Transformation Stage. Stage 1 Boon