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                                                     Magic Items
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    This small dart is decorated with designs like windy spirals that span the length of its shaft.
When you whisper the word “seek” and hurl this dart, it seeks out a target of your choice
                                                
                                            
                                                
                                                     within 120 feet of you. You must have seen the target before, but you don’t need to see it now. If the target isn’t within range or if there is no clear path to it, the dart falls to the
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength
                                                
                                            
                                                
                                                     the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength
                                                
                                            
                                                
                                                     creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.Juiblex;Juiblex's arrival in
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     creatures found throughout the wilds of Eldraine. While often seen as foolish, ouphes are magically connected to the natural world and know more about the secret lives of trees, mushrooms, and moss than
                                                
                                            
                                                
                                                     condition. Each creature of the faerie’s choice (other than the faerie) that starts its turn in that area gains 5 temporary hit points and has advantage on Wisdom saving throws and Wisdom checks until
                                                
                                            
                                        
                                                    Orcus
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     action to cause one of the following effects; he can’t use the same effect two rounds in a row:
Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to
                                                
                                            
                                                
                                                     effects:
Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
The air becomes filled with the
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ’t take the same lair action two rounds in a row:
Deadly Utterance. Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word
                                                
                                            
                                                
                                                     Undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
If Orcus dies, these effects fade over the course of 1d10;{"diceNotation":"1d10
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     is wearing or carrying is absorbed or borne by the new form (his choice).
In a new form, Rak Tulkhesh retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance
                                                
                                            
                                                
                                                     soldiers and civilians alike, whose actions then weakened the overlord's bonds to give him even greater sway over the regions surrounding his shards. The violence seen in Thaliost and other occupied
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    .
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A
                                                
                                            
                                                
                                                     home and hunting ground of the ancient female green dragon Claugiyliamatar, better known to many as Old Gnawbone. She earned her nickname from her habit of gnawing on old kills, and is often seen
                                                
                                            
                                        
                                                     Monsters
                                                    Divine Contention
                                                    
                                                
                                            
                                                    "} bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for
                                                
                                            
                                                
                                                     earned her nickname from her habit of gnawing on old kills, and is often seen with a mangled corpse hanging from her mouth. Other dragons rarely remain in Kryptgarden Forest for long, because
                                                
                                            
                                        
                                                    Gelatinous Cube
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength
                                                
                                            
                                                
                                                     engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
                                                
                                            
                                        
                                                    Teleport
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If
                                                
                                            
                                                
                                                    
Similar Area
Off Target
On Target
Permanent circle
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-
-
01-100
Associated object
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-
-
01-100
Very familiar
01-05
06-13
14-24
25-100
Seen casually
01-33
34-43
44
                                                
                                            
                                        
                                                    Ancient Copper Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    "} bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1
                                                
                                            
                                                
                                                     its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the
                                                
                                            
                                        
                                                     Monsters
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     target it can see within 90 feet of it.
Eye of Fear. The target and up to four other creatures of the eye of fear and flame's choice within 10 feet of the target must each succeed on a DC 16 Wisdom saving
                                                
                                            
                                                
                                                     with gems of red and black in each eye socket—then attacks.
Spectral Visage. An eye of fear and flame resembles a hooded, skeletal humanoid figure. The interior of its hood cannot be seen except as an
                                                
                                            
                                        
                                                    Adult Copper Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    "} bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1
                                                
                                            
                                                
                                                    , which creates one or more of the following effects:
Magic carvings of the dragon’s smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon’s lair
                                                
                                            
                                        
                                                    Outlander
                                                    
    
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                                                     Backgrounds
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                     type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
                                                
                                            
                                                
                                                    
Origin
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    
Languages: One of your choice
Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp
Hermit Origins
Any
                                                
                                            
                                                
                                                     fortunately, maintaining that deception might require you to stay in hiding until you actually are.
3
You study the puzzles of mortal natures. You’ve seen followers of evil deities perform
                                                
                                            
                                        
                                                    Hermit
                                                    
    
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                                                     Backgrounds
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                     quiet, solitude, and perhaps some of the answers you were looking for.
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: One of your choice
Equipment: A scroll
                                                
                                            
                                                
                                                     seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     automatically succeeds on the save.
Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose
                                                
                                            
                                                
                                                    You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger
                                                
                                            
                                        
                                                    Charlatan
                                                    
    
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                                                     Backgrounds
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                    : Disguise kit, Forgery kitEquipment: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked
                                                
                                            
                                                
                                                    . Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
 
Suggested
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    , tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a pouch containing 15 gp
                                                
                                            
                                                
                                                    , as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
BALDUR’S GATE FEATURE: LONG-LOST HEIR
You’re well-versed in the mannerisms and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Old Flame  I have a lover in Ten-Towns whom I haven’t seen in years. At any time outside of combat, I can decide who the lover is by choosing an NPC in Ten-Towns that I can see. Once I make this
                                                
                                            
                                                
                                                     choice, I can’t change it. This old flame is friendly and helpful toward me, even if our past is checkered.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     be seen as speaking for Arawai and Boldrei. You may feel a particular connection to one Sovereign and, as a divine spellcaster, this could drive your choice of domain or oath. But as a vassal (the common term for a follower of the Host), you are expected to respect and honor all of the Sovereigns.
                                                
                                            
                                                
                                                     the Sovereign Host, you believe that the hand of the Sovereigns can be seen in all things. What others take to be intuition or instinct, you see as the voice of the Sovereigns offering guidance. You
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     ability score of your choice increases by 1. Age. Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can transform to conceal
                                                
                                            
                                                
                                                     duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Changeling Traits Your changeling character has the following traits. Ability Score Increase. Your Charisma score increases by 2. In addition, one ability score of your choice increases by 1. Age
                                                
                                            
                                                
                                                     much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than
                                                
                                            
                                                
                                                     your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. Each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Teleport 7th-level conjuration Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that
                                                
                                            
                                                
                                                     familiar 01–05 06–13 14–24 25–100 Seen casually 01–33 34–43 44–53 54–100 Viewed once 01–43 44–53 54–73 74–100 Description 01–43 44–53 54–73 74–100 False destination 01–50 51–100 — —  Familiarity
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Teleport 7th-level conjuration Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that
                                                
                                            
                                                
                                                     familiar 01–05 06–13 14–24 25–100 Seen casually 01–33 34–43 44–53 54–100 Viewed once 01–43 44–53 54–73 74–100 Description 01–43 44–53 54–73 74–100 False destination 01–50 51–100 — —  Familiarity
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Lizardfolk Render Filled with the primal magic of Semuanya, the lizardfolk render undergoes terrifying changes during a days-long ritual performed by a shaman. As seen in Danger at Dunwater, the
                                                
                                            
                                                
                                                     Field (Recharge 5–6). The render makes a claw attack against each creature of its choice within 10 feet of it. A creature hit by this attack must succeed on a DC 13 Strength saving throw or be knocked prone.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     Dragon Mask, and Leosin Erlanthar has recently learned that the dwarf Varram was seen in the trade settlement of Boareskyr Bridge, near the Serpent Hills. With the Harpers already spread far and wide on their intelligence-gathering missions, the adventurers are a perfect choice to pursue the wyrmspeaker.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     walking speed is 30 feet. Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation
                                                
                                            
                                                
                                                     duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     Dragon Mask, and Leosin Erlanthar has recently learned that the dwarf Varram was seen in the trade settlement of Boareskyr Bridge, near the Serpent Hills. With the Harpers already spread far and wide
                                                
                                            
                                                
                                                     on their intelligence-gathering missions, the adventurers are a perfect choice to pursue the wyrmspeaker.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     be seen suspended inside the creature. “The dungeon’s floors were spotless. That should have been our first clue.”
 — from the journal of Jaster Hollowquill,
on his first exploration of
                                                
                                            
                                                
                                                     throw.
 Creatures inside the cube can be seen but have total cover.
 A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Gnome Adventurers I don’t know how many times I’ve seen a gnome
turn a dead end into a wonderful opportunity.
  — Delaan Winterhound
 When a gnome leaves the burrow, the force behind that decision
                                                
                                            
                                                
                                                     the Stars Because of their extensive travels, gnome adventurers often become fascinated with the grandeur of the cosmos as seen in the motion of the stars across the sky. They view the cosmic array as a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    , the creatures inevitably reappear. Because their young are almost never seen, some sages suspect that bulettes maintain secret nesting grounds from which adults strike out into the world. Bulette
                                                
                                            
                                                
                                                     of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     secretive figures. They usually keep hidden, but you’ve seen they wear an unknown symbol. Fates You made a choice in your past that haunts you. Whatever the consequences, it’s not clear you made the right
                                                
                                            
                                                
                                                     choice. Flames A powerful figure opposed to your beliefs vexes your life; even your triumphs seem to serve this being’s ends. Fool What could have been one of the happiest moments in your life turned
                                                
                                            
                                        






