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Monsters
Mordenkainen Presents: Monsters of the Multiverse
to these creatures, thus preserving the information they gain.
Pursuit of knowledge drives everything berbalangs do. Although they mostly learn their secrets from the dead, they aren’t above
uses its duplicate for only a short time before returning its consciousness to its body.
The knowledge that berbalangs accumulate makes them great sources of information for powerful people traveling
Backgrounds
Planescape: Adventures in the Multiverse
the multiverse, one must act on instinct alone.
Feature: Conviction
You gain the Scion of the Outer Planes feat. In addition, members of your organization provide you free, modest lodging and food at any of their holdings or the homes of other faction members.
Prerequisite: Planescape Campaign
You subscribe to a philosophy that seeks to understand the nature of the planes or some hidden truth of the multiverse. You draw strength from your conviction and
Magic Items
Mythic Odysseys of Theros
cold damage.
Blessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety:
Piety 10+. You can breathe underwater, and you gain a
case, the unnatural weather lasts for 1 hour before returning to normal. Once used, this property of the bident can’t be used again until the next dusk.
Additionally, you can cast the dominate
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
Backgrounds
Guildmasters’ Guide to Ravnica
an established place in the hierarchy of the Boros Legion. You can requisition simple equipment for temporary use, and you can gain access to any Boros garrison in Ravnica, where you can rest in safety
;Society functions only if people do their duty and respect the chain of command. (Lawful)
6
Conviction. Anything worth doing is worth doing with your whole heart. (Lawful)
Bonds
Magic Items
The Book of Many Things
*
65
Warrior
66
Well
67–00
Roll again
*Found in the Deck of Many Things as depicted in the Dungeon Master’s Guide
Aberration. You gain telepathy within a range of 90
the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.
Book. You gain the ability to speak, read, and write 1d6 + 2
Berbalang
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
these creatures, thus preserving the information they gain.
Spectral Spy. The pursuit of knowledge drives everything berbalangs do. Although they mostly learn their secrets from the dead, they aren&rsquo
berbalang typically uses its duplicate for only a short time before returning its consciousness to its body.
Weird Oracles. The knowledge that berbalangs accumulate makes them great sources of
feats
General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You excel at thrown weapons. You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1
you. You need a free hand to perform this maneuver.
Returning. Simple weapons with the Thrown property that you are proficient with also have the Returning property. (A Returning weapon allows you to
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->Vecna: Eve of Ruin
Character Advancement The characters should be 10th level when this chapter begins; see the “Lower-Level and Higher-Level Characters” sidebar for accommodating characters of other levels. If the characters are 10th level or below, they gain a level after returning to Neverwinter from Evernight.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Character Advancement The characters should be 10th level when this chapter begins; see the “Lower-Level and Higher-Level Characters” sidebar for accommodating characters of other levels. If the characters are 10th level or below, they gain a level after returning to Neverwinter from Evernight.
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->Quests from the Infinite Staircase
. Returning the Books of Prophecy. The characters gain 1 level when they deliver the second set of Books of Prophecy to Shalfey. If you follow this method, the characters should reach 6th level by the adventure’s conclusion.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Returning the Books of Prophecy. The characters gain 1 level when they deliver the second set of Books of Prophecy to Shalfey. If you follow this method, the characters should reach 6th level by the adventure’s conclusion.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Thrown Weapon Master General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+) You excel at thrown weapons. You gain the following benefits. Ability Score Increase. Increase your Strength or
within 5 feet of you. You need a free hand to perform this maneuver. Returning. Simple weapons with the Thrown property that you are proficient with also have the Returning property (see Chapter 8
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Returning Berserkers After the characters have a chance to explore the cave and as they are preparing to leave it, three chardalyn berserkers (see appendix C) return to the cave with the carcass of a
, the berserkers see them unless the characters took precautions to leave the cave in a stealthy manner. The berserkers gain no benefit from the Frostmaiden’s fire (see area Q5) while they’re on the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Returning Berserkers After the characters have a chance to explore the cave and as they are preparing to leave it, three chardalyn berserkers (see appendix C) return to the cave with the carcass of a
, the berserkers see them unless the characters took precautions to leave the cave in a stealthy manner. The berserkers gain no benefit from the Frostmaiden’s fire (see area Q5) while they’re on the
Orc
Legacy
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Species
Volo's Guide to Monsters
laden wagon or after heroically defending it from thieves gain great respect and advance higher in the tribe’s pecking order.
All Are Fighters
Most of the orcs that stay behind when the
or less intact, the orcs leave themselves the option of returning to raid the community over and over.
When orcs fight elves, all of that changes. The enmity between the two races cuts to the core
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had. Restriction: Knighthood Purple Dragon knights are tied to a specific order of Cormyrean
high standing are expected to conduct themselves with grace. At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had. Restriction: Knighthood Purple Dragon knights are tied to a specific order of Cormyrean
high standing are expected to conduct themselves with grace. At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the
Equipment
gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one level
within 60 feet gain the Invisible condition for 1 minute or until they attack or cast a spell.
27–28
Tendrils of life flow from the nearest creature to others. It must make a DC 15
Equipment
as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
creatures within 60 feet gain the Invisible condition for 1 minute or until they attack or cast a spell.
27–28
Tendrils of life flow from the nearest creature to others. It must make a DC 15
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->Planescape: Adventures in the Multiverse->Sigil and the Outlands
City of Doors
A faction leader (called a factol) who embodies the faction’s beliefs Feature: Conviction You gain the Scion of the Outer Planes feat (presented later in this chapter). In addition
your conviction and, perhaps, a network of like-minded thinkers, such as the factions of Sigil (summarized below). In your travels, you explore the depths of your understanding and spread your philosophy
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->Planescape: Adventures in the Multiverse->Sigil and the Outlands
City of Doors
A faction leader (called a factol) who embodies the faction’s beliefs Feature: Conviction You gain the Scion of the Outer Planes feat (presented later in this chapter). In addition
your conviction and, perhaps, a network of like-minded thinkers, such as the factions of Sigil (summarized below). In your travels, you explore the depths of your understanding and spread your philosophy
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10 cold damage. Blessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits
for which you have the required piety: Piety 10+. You can breathe underwater, and you gain a swimming speed of 60 feet. Piety 25+. The bident has 1 randomly determined minor beneficial property
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10 cold damage. Blessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits
for which you have the required piety: Piety 10+. You can breathe underwater, and you gain a swimming speed of 60 feet. Piety 25+. The bident has 1 randomly determined minor beneficial property