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Gods, Monsters, and Poor Life Choices // dnd5e

Velessa

Drow Dhampir · Wizard 6 / Artificer 3 · Artisan

ARMOR CLASS17
INITIATIVE+4
SPEEDWalk 35 ft · Climb 35 ft
PROFICIENCY+4
STR12+1
DEX18+4
CON14+2
INT19+4
WIS12+1
CHA14+2

SKILLS

○Acrobatics+4PASSIVE 14

○Animal Handling+1PASSIVE 11

◆Arcana+12PASSIVE 22

○Athletics+1PASSIVE 11

○Deception+2PASSIVE 12

○History+4PASSIVE 14

○Insight+6PASSIVE 16

○Intimidation+2PASSIVE 12

●Investigation+8PASSIVE 18

●Medicine+5PASSIVE 15

○Nature+4PASSIVE 14

●Perception+5PASSIVE 15

●Performance+6PASSIVE 16

●Persuasion+6PASSIVE 16

○Religion+4PASSIVE 14

○Sleight of Hand+4PASSIVE 14

○Stealth+4PASSIVE 14

○Survival+1PASSIVE 11

PROFICIENCIES + DEFENSES

LANGUAGEScommon, elvish, undercommon, Drow Sign Language

WEAPONSbattleaxe, flail, longsword, morningstar, musket, pistol, rapier, scimitar, shortsword, Simple, trident, warhammer, warpick, whip

ARMORLight, Medium, Shields

ATTACKS

Pistol1d10 + 1d6
READ DESCRIPTION

Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Unarmed Strike1
Vampire Bite1d4 + -2
墨月剑1d8 + 2d6
READ DESCRIPTION

Name Pronunciation: Mòyuè jiàn Translation: "The Ink-Dark Moon Sword" This magic weapon deals an extra roll damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

墨月剑 TS1d8 + 3d6
READ DESCRIPTION

Name Pronunciation: Mòyuè jiàn Translation: "The Ink-Dark Moon Sword" This magic weapon deals an extra roll damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

FEATURES + TRAITS

Adventurer's Atlas
READ DESCRIPTION

Whenever you finish a Long Rest while holding Cartographer's Tools, you can use that tool to create a set of magical maps by touching at least two creatures (one of whom can be yourself), up to a maximum number of creatures equal to 1 plus your Intelligence modifier (minimum of two creatures). Each target receives a magical map, which constantly updates to show the relative position of all the map holders but is illegible to all others. The maps last until you die or until you use this feature again, at which point any existing maps created by this feature immediately vanish. While carrying the map, a target gains the following benefits. Awareness The target adds roll to its Initiative rolls. Positioning The target knows the location of all other map holders that are on the same plane of existence as itself. When casting a spell or creating another effect that requires being able to see the effect's target, a map holder can target another map holder regardless of sight or cover, so long as the other map holder is still within the effect's range.

Arcane Recovery
READ DESCRIPTION

You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you're a level 4 Wizard, you can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots. Once you use this feature, you can't do so again until you finish a Long Rest.

Bladesong
READ DESCRIPTION

As a Bonus Action, you invoke an elven magic called the Bladesong, provided you aren't wearing armor or using a Shield. The Bladesong lasts for 1 minute and ends early if you have the condition, if you don armor or a Shield, or if you use two hands to make an attack with a weapon. You can dismiss the Bladesong at any time (no action required). While the Bladesong is active, you gain the following benefits. You can invoke the Bladesong a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You regain one expended use when you use Arcane Recovery. Agility You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1), and your Speed increases by 10 feet. In addition, you have Advantage on Dexterity () checks. Bladework Whenever you attack with a weapon with which you have proficiency, you can use your Intelligence modifier for the attack and damage rolls instead of using Strength or Dexterity. Focus When you make a Constitution saving throw to maintain @status[Concentration|XPHB], you can add your Intelligence modifier to the total.

Cartographer Spells
READ DESCRIPTION

When you reach an Artificer level specified in the Cartographer Spells table, you thereafter always have the listed spells prepared. Cartographer Spells Artificer Level Spells 3 Faerie Fire, Guiding Bolt, Healing Word 5 Locate Object, Mind Spike 9 Call Lightning, Clairvoyance 13 Banishment, Locate Creature 17 Scrying, Teleportation Circle

Crafter
READ DESCRIPTION

Origin Feat You gain the following benefits. Tool Proficiency. You gain proficiency with three different Artisan's Tools of your choice from the Fast Crafting table. Discount. Whenever you buy a nonmagical item, you receive a 20 percent discount on it. Fast Crafting. When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan's Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart. Fast Crafting Artisan's Tools Crafted Gear Carpenter's Tools Ladder, Torch Leatherworker's Tools Crossbow Bolt Case, Map or Scroll Case, Pouch Mason's Tools Block and Tackle Potter's Tools Jug, Lamp Smith's Tools Ball Bearings, Bucket, Caltrops, Grappling Hook, Iron Pot Tinker's Tools Bell, Shovel, Tinderbox Weaver's Tools Basket, Rope, Net, Tent Woodcarver's Tools Club, Greatclub, Quarterstaff

Extra Attack
READ DESCRIPTION

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your Wizard cantrips that has a casting time of an action in place of one of those attacks.

Mapping Magic
READ DESCRIPTION

You gain the following benefits. Illuminated Cartography You can cast Faerie Fire without expending a spell slot, outlining the affected creatures as if in ink. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. Portal Jump On your turn, you can spend an amount of movement equal to half your Speed (round down) to teleport to an unoccupied space you can see within 10 feet of yourself or within 5 feet of a creature that is within 30 feet of you and holding one of your Adventurer's Atlas maps. You can't use this benefit if your Speed is 0.

Memorize Spell
READ DESCRIPTION

Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.

Replicate Magic Item
READ DESCRIPTION

You have learned arcane plans that you use to make magic items. Plans Known. When you gain this feature, choose four plans to learn from the Magic Item Plans (Artificer Level 2+) table (see the Dungeon Master's Guide for the items' descriptions). Bag of Holding, Cap of Water Breathing, Sending Stones, and +1 Wand of the War Mage are recommended. Whenever you gain an Artificer level, you can replace one of the plans you know with a new plan for which you qualify. You learn another plan of your choice when you reach certain Artificer levels, as shown in the Plans Known column of the Artificer Features table. When you choose a plan to learn, you choose it from any Magic Item Plans table for which you qualify; your qualification is based on your Artificer level. Creating an Item. When you finish a Long Rest, you can create one or two different magic items if you have Tinker's Tools in hand. Each item is based on one of the plans you know for this feature. If a created item requires Attunement, you can attune yourself to it the instant you create it. If you decide to attune to the item later, you must do so using the normal process for Attunement. When you reach certain Artificer levels specified in the Magic Items column of the Artificer Features table, the number of magic items you can create at the end of a Long Rest increases. Each item you create must be based on a different plan you know. You can't have more magic item

Ritual Adept
READ DESCRIPTION

You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way.

Scholar
READ DESCRIPTION

While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency:,,,,, or. You have Expertise in the chosen skill.

Spellcasting
READ DESCRIPTION

As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class's description. Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice. When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table. Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended. Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do

Spellcasting
READ DESCRIPTION

You have learned how to channel magical energy through objects. See the Player's Handbook for the rules on spellcasting. The information below details how you use those rules with Artificer spells, which appear in the Artificer spell list later in the class's description. Tools Required. You produce your Artificer spells through tools. You can use Thieves' Tools, Tinker's Tools, or another kind of Artisan's Tools with which you have proficiency as a Spellcasting Focus, and you must have one of those focuses in hand when you cast an Artificer spell (meaning the spell has an M component when you cast it). Cantrips. You know two Artificer cantrips of your choice. Acid Splash and Prestidigitation are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice. When you reach Artificer levels 10 and 14, you learn another Artificer cantrip of your choice, as shown in the Cantrips column of the Artificer Features table. Spell Slots. The Artificer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Artificer spells. Cure Wounds and Grease are recommended. The number of spells on your list increases as you gain Artific

Tinker's Magic
READ DESCRIPTION

You know the Mending cantrip. As a Magic action while holding Tinker's Tools, you can create one item in an unoccupied space within 5 feet of yourself, choosing the item from the following list: Ball Bearings Basket Bedroll Bell Blanket Block and Tackle Glass Bottle Bucket Caltrops Candle Crowbar Flask Grappling Hook Hunting Trap Jug Lamp Manacles Net Oil Paper Parchment Pole Pouch Rope Sack Shovel Iron Spikes String Tinderbox Torch Vial See the rules for the item in the Player's Handbook. The item lasts until you finish a Long Rest, at which point it vanishes. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Tools of the Trade
READ DESCRIPTION

You gain the following benefits. Tool Proficiency You gain proficiency with Calligrapher's Supplies and Cartographer's Tools. If you already have one of these proficiencies, you gain proficiency with one other type of Artisan's Tools of your choice (or with two other types if you have both). Scroll Crafting When you scribe a Spell Scroll using the crafting rules in the Player's Handbook, the amount of time required to craft it is halved.

Training in War and Song
READ DESCRIPTION

You gain proficiency with all Melee Martial weapons that don't have the @itemProperty[2H|XPHB|Two-Handed] or @itemProperty[H|XPHB|Heavy] property. You can use a Melee weapon with which you have proficiency as a Spellcasting Focus for your Wizard spells. You also gain proficiency in one of the following skills of your choice:,,, or.

War Caster
READ DESCRIPTION

General Feat (Prerequisites: Level 4+; Spellcasting or Pact Magic Feature) You gain the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. Concentration. You have Advantage on Constitution saving throws that you make to maintain @status[Concentration|XPHB]. Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature. Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.

SPELLS

Dancing LightsCANTRIP / Illusion
READ DESCRIPTION

You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.

GuidanceCANTRIP / Divination
READ DESCRIPTION

You touch a willing creature and choose a skill. Until the spell ends, the creature adds roll to any ability check using the chosen skill.

Mage HandCANTRIP / Conjuration
READ DESCRIPTION

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds.

MendingCANTRIP / Transmutation
READ DESCRIPTION

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can't restore magic to such an object.

MessageCANTRIP / Transmutation
READ DESCRIPTION

You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.

Minor IllusionCANTRIP / Illusion
READ DESCRIPTION

You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence () check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube [Area of Effect|XPHB|Cube]. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.

PrestidigitationCANTRIP / Transmutation
READ DESCRIPTION

You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.

True StrikeCANTRIP / Divination
READ DESCRIPTION

Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice). Cantrip Upgrade. Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (roll), 11 (roll), and 17 (roll).

AlarmLEVEL 1 / Abjuration
READ DESCRIPTION

You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area. Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.

Carto Faerie FireLEVEL 1 / Evocation
READ DESCRIPTION

Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed in a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it.

Comprehend LanguagesLEVEL 1 / Divination
READ DESCRIPTION

For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.

Cure WoundsLEVEL 1 / Abjuration
READ DESCRIPTION

A creature you touch regains a number of Hit Points equal to roll plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by roll for each spell slot level above 1.

Detect MagicLEVEL 1 / Divination
READ DESCRIPTION

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Faerie FireLEVEL 1 / Evocation
READ DESCRIPTION

Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed in a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it.

False LifeLEVEL 1 / Necromancy
READ DESCRIPTION

You gain 2d4 + 4 Temporary Hit Points. Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.

Find FamiliarLEVEL 1 / Conjuration
READ DESCRIPTION

You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands. Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell. Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappe

Floating DiskLEVEL 1 / Conjuration
READ DESCRIPTION

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Guiding BoltLEVEL 1 / Evocation
READ DESCRIPTION

You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes roll damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by roll for each spell slot level above 1.

Healing WordLEVEL 1 / Abjuration
READ DESCRIPTION

A creature of your choice that you can see within range regains Hit Points equal to roll plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by roll for each spell slot level above 1.

IdentifyLEVEL 1 / Divination
READ DESCRIPTION

You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name. If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.

IdentifyLEVEL 1 / Divination
READ DESCRIPTION

You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name. If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.

LongstriderLEVEL 1 / Transmutation
READ DESCRIPTION

You touch a creature. The target's Speed increases by 10 feet until the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Mage ArmorLEVEL 1 / Abjuration
READ DESCRIPTION

You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.

ShieldLEVEL 1 / Abjuration
READ DESCRIPTION

An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Unseen ServantLEVEL 1 / Conjuration
READ DESCRIPTION

This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends. Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Alter SelfLEVEL 2 / Transmutation
READ DESCRIPTION

You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals roll damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.

Cloud of DaggersLEVEL 2 / Conjuration
READ DESCRIPTION

You conjure spinning daggers in a 5-foot Cube [Area of Effect|XPHB|Cube] centered on a point within range. Each creature in that area takes roll damage. A creature also takes this damage if it enters the Cube [Area of Effect|XPHB|Cube] or ends its turn there or if the Cube [Area of Effect|XPHB|Cube] moves into its space. A creature takes this damage only once per turn. On your later turns, you can take a Magic action to teleport the Cube [Area of Effect|XPHB|Cube] up to 30 feet. Using a Higher-Level Spell Slot. The damage increases by roll for each spell slot level above 2.

DarknessLEVEL 2 / Evocation
READ DESCRIPTION

For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere [Area of Effect|XPHB|Sphere]. can't see through it, and nonmagical light can't illuminate it. Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation [Area of Effect|XPHB|Emanation] originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness. If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.

Deryan's Helpful HomunculiLEVEL 2 / Conjuration
READ DESCRIPTION

You summon a group of helpful spirits, which lasts for the duration. The spirits appear as homunculi or as another Construct of your choice but are intangible and invulnerable, and they are considered to have proficiency in the skill and with the set of Artisan's Tools used in the spell's casting. If you are crafting an item, the spirits function as a single assistant for your crafting, halving the crafting time.

Enhance AbilityLEVEL 2 / Transmutation
READ DESCRIPTION

You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.

Enlarge/ReduceLEVEL 2 / Transmutation
READ DESCRIPTION

For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect. Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target. Enlarge. The target's size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra roll damage on a hit. Reduce. The target's size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal roll less damage on a hit (this can't reduce the damage below 1).

Hold PersonLEVEL 2 / Enchantment
READ DESCRIPTION

Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.

InvisibilityLEVEL 2 / Illusion
READ DESCRIPTION

A creature you touch has the condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Lesser RestorationLEVEL 2 / Abjuration
READ DESCRIPTION

You touch a creature and end one condition on it:,,, or.

Locate ObjectLEVEL 2 / Divination
READ DESCRIPTION

Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead blocks a direct path between you and the object.

Misty StepLEVEL 2 / Conjuration
READ DESCRIPTION

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

Rope TrickLEVEL 2 / Transmutation
READ DESCRIPTION

You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.

See InvisibilityLEVEL 2 / Divination
READ DESCRIPTION

For the duration, you see creatures and objects that have the condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.

Shadow BladeLEVEL 2 / Illusion
READ DESCRIPTION

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals roll damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

SuggestionLEVEL 2 / Enchantment
READ DESCRIPTION

You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, "Fetch the key to the cult's treasure vault, and give the key to me." Or you could say, "Stop fighting, leave this library peacefully, and don't return." The target must succeed on a Wisdom saving throw or have the condition for the duration or until you or your allies deal damage to the target. The target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.

Zone of TruthLEVEL 2 / Enchantment
READ DESCRIPTION

You create a magical zone that guards against deception in a 15-foot-radius Sphere [Area of Effect|XPHB|Sphere] centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save. An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.

Glyph of WardingLEVEL 3 / Abjuration
READ DESCRIPTION

You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom () check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere [Area of Effect|XPHB|Sphere] centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature

Laeral's Silver LanceLEVEL 3 / Evocation
READ DESCRIPTION

Silver energy bursts out from you in a 120-foot-long, 5-foot-wide Line [Area of Effect|XPHB|Line]. Each creature of your choice in the Line [Area of Effect|XPHB|Line] makes a Strength saving throw. On a failed save, a creature takes roll damage and has the condition. On a successful save, a creature takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by roll for every spell slot level above 3.

Leomund's Tiny HutLEVEL 3 / Evocation
READ DESCRIPTION

A 10-foot Emanation [Area of Effect|XPHB|Emanation] springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation [Area of Effect|XPHB|Emanation] isn't big enough to fully encapsulate all creatures in its area. Creatures and objects within the Emanation [Area of Effect|XPHB|Emanation] when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it. The atmosphere inside the Emanation [Area of Effect|XPHB|Emanation] is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation [Area of Effect|XPHB|Emanation] is opaque from the outside and of any color you choose, but it's transparent from the inside. The spell ends early if you leave the Emanation [Area of Effect|XPHB|Emanation] or if you cast it again.

Moon BladeLEVEL 3 / Transmutation
READ DESCRIPTION

A weapon you touch becomes wreathed in ethereal moonlight, transforming it into a magic weapon if it wasn't before, and it sheds dim light in a 10-foot radius. Unless the target is undead, the weapon leaves no visible wound when it deals damage. For the duration, the spell grants the following benefits to the weapon: • The weapon deals an extra 1d6 radiant damage on a hit. • If the weapon is a melee weapon, its reach is extended by 5 feet. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the extra radiant damage increases by 1d6 for every two slot levels above 3rd (2d6 at 5th level, 3d6 at 7th level, and 4d6 at 9th level). Additionally, when you cast this spell using a spell slot of 7th level or higher, the weapon's melee reach increases by an additional 5 feet (for a total extension of 10 feet).

RevivifyLEVEL 3 / Necromancy
READ DESCRIPTION

You touch a creature that has died within the last minute. That creature revives with 1 Hit Points. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.

SendingLEVEL 3 / Divination
READ DESCRIPTION

You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails. Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.

SendingLEVEL 3 / Divination
READ DESCRIPTION

You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails. Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.

Spirit ShroudLEVEL 3 / Necromancy
READ DESCRIPTION

You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable. Until the spell ends, any attack you make deals roll extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn. In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by roll for every two slot levels above 3rd.

Summon Lesser DemonsLEVEL 3 / Conjuration
READ DESCRIPTION

You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears. roll Demons Summoned 1-2 Two demons of challenge rating 1 or lower 3-4 Four demons of challenge rating 1/2 or lower 5-6 Eight demons of challenge rating 1/4 or lower The DM chooses the demons, such as @creature[manes] or @creature[dretch||dretches], and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends. The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.

Syluné's ViperLEVEL 3 / Conjuration
READ DESCRIPTION

A shimmering, spectral snake encircles your body for the duration. You gain 15 Temporary Hit Points; the spell ends early if you have no Temporary Hit Points left. While the spell is active, you gain the following benefits: Climbing. You gain a Climb Speed equal to your Speed. Venomous Bite. As a Magic action, you can make a ranged spell attack using the snake against one creature within 50 feet. On a hit, the target takes roll damage and has the condition until the start of your next turn. While, the target has the condition. Using a Higher-Level Spell Slot. For each spell slot level above 3, the number of Temporary Hit Points you gain from this spell increases by 5, and the damage of Venomous Bite increases by roll.

Tiny ServantLEVEL 3 / Transmutation
READ DESCRIPTION

You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the @creature[tiny servant|xge|stat block] for its statistics. As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.

Water BreathingLEVEL 3 / Transmutation
READ DESCRIPTION

This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Water WalkLEVEL 3 / Transmutation
READ DESCRIPTION

This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration. An affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.

Arcane EyeLEVEL 4 / Divination
READ DESCRIPTION

You create an, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has with a range of 30 feet. As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

FabricateLEVEL 4 / Transmutation
READ DESCRIPTION

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube [Area of Effect|XPHB|Cube] or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube [Area of Effect|XPHB|Cube]). The quality of any fabricated objects is based on the quality of the raw materials. Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan's Tools used to craft such objects.

Summon ConstructLEVEL 4 / Conjuration
READ DESCRIPTION

You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the @creature[Construct Spirit|XPHB] stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.

MazeLEVEL 8 / Conjuration
READ DESCRIPTION

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a roll () check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

INVENTORY

+1 All-Purpose Tool
READ DESCRIPTION

(Requires Attunement By an Artificer) This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it. While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.

Ball Bearingsx3
READ DESCRIPTION

As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a roll saving throw or have the condition. It takes 10 minutes to recover the Ball Bearings.

Bellx4
READ DESCRIPTION

When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away.

Caltropsx3
READ DESCRIPTION

As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a roll saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.

Chain
READ DESCRIPTION

As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the,, or condition if you succeed on a roll () check. If the creature's legs are bound, the creature has the condition until it escapes. Escaping the Chain requires the creature to make a successful roll () check as an action. Bursting the Chain requires a successful roll () check as an action.

Flying Blade
READ DESCRIPTION

This blade functions like a mundane blade until you stand atop it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The blade stops hovering when you land or when you're no longer riding it. As a Magic action, you can send the blade to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The blade comes back to you when you take a Magic action and use a command word if the blade is still within 1 mile of you.

Hair Tie of Awareness
READ DESCRIPTION

While wearing this hair tie, you have Advantage on Initiative rolls.

Immovable Rod
READ DESCRIPTION

This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a roll () check, moving the fixed rod up to 10 feet on a successful check.

Jeweler's Tools
READ DESCRIPTION

Ability: Intelligence Utilize: Discern a gem's value (DC 15 ) Craft: Arcane Focus, Holy Symbol

Lock
READ DESCRIPTION

A Lock comes with a key. Without the key, a creature can use Thieves' Tools to pick this Lock with a successful roll ({Sleight of Hand}) check.

Map of Baldur's Gate
READ DESCRIPTION

If you consult an accurate Map, you gain a +5 bonus to Wisdom () checks you make to find your way in the place represented on it.

Necklace of Teleportation
READ DESCRIPTION

This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains roll expended charges daily at dawn.

Old Invitation
READ DESCRIPTION

A fine parchment letter with a broken, wine red seal depicting a spider. Inside is a letter written on even finer parchment, sprayed with fine, exotic perfume that smells strangely cool and resinous, bitter-sweet with something sharper, almost metallic under it it. Like a damp stone warmed by skin. The scent is almost intimate and unsettling. Written on the letter is a simple invitation to what appears to be a dinner party, addressed to one 'Velessa Xilraen' and is signed 'Most dearly, Vaerthiss Melarn.'

Pearl
READ DESCRIPTION

A lustrous white, yellow, or pink gemstone.

Potion of Healingx3
READ DESCRIPTION

This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains roll Hit Points. The potion's red liquid glimmers when agitated.

Pradixikai Seal
READ DESCRIPTION

Forged from black infernal iron and surprisingly heavy for its size, a Pradixikai Seal is a credential issued only to creatures personally judged worthy of recognition by Glasya’s elite agents. One face bears the heraldry of Malbolge, while the reverse carries the mark of the Pradixikai. The metal is always faintly warm, and its markings seem to sharpen when examined by a devil. Counterfeiting one is extraordinarily difficult and, according to infernal custom, an excellent method of volunteering for a very educational death. The seal does not denote friendship, sanctuary, or membership in the Pradixikai. Instead, it communicates something considerably more useful in the Nine Hells: the bearer has already been evaluated by people whose time should not be wasted. Devils familiar with Glasya’s court recognize the seal as genuine proof that its bearer has standing with agents of Malbolge. Among Glasya’s enemies, naturally, this same recognition may function less like a credential and more like wearing a beautifully engraved target.

Ring of Candor
READ DESCRIPTION

While wearing this simple metal band, you gain a +5 bonus to Wisdom () checks. In addition, you can cast Zone of Truth (save DC 13 ) from the ring. You can't cast Zone of Truth in this way again until the next dawn.

Ring of Water Walking
READ DESCRIPTION

While wearing this ring, you cast Water Walk from it, targeting only yourself.

Rope of Mending
READ DESCRIPTION

This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a Magic action, you can cause all pieces of the rope that are in contact with each other and not otherwise in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed.

Sending Stones (Kaela)
READ DESCRIPTION

Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don't cast the spell. Once Sending is cast using either stone, the stones can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Silver Pin
Smith's Tools
READ DESCRIPTION

Ability: Strength Utilize: Pry open a door or container (DC 20 ) Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide Armor), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets (10), Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets (20)

Spell Scroll: Identify
READ DESCRIPTION

Identify (Level 1) @Embed[Compendium.dnd5e.spells24.Item.phbsplIdentify00 inline] Scroll Details @Embed[Compendium.dnd5e.equipment24.Item.dmgSpellScroll00 inline]

Spell Scroll: Magic Circle
READ DESCRIPTION

3rd Level You create a 10-foot-radius, 20-foot-tall Cylinder [Area of Effect|XPHB|Cylinder] of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder [Area of Effect|XPHB|Cylinder] intersects with the floor or other surface. Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways: The creature can't willingly enter the Cylinder [Area of Effect|XPHB|Cylinder] by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has Disadvantage on attack rolls against targets within the Cylinder [Area of Effect|XPHB|Cylinder]. Targets within the Cylinder [Area of Effect|XPHB|Cylinder] can't be possessed by or gain the or condition from the creature. Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder [Area of Effect|XPHB|Cylinder] and protecting targets outside it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.

Spell Scroll: Protection from Evil and Good
READ DESCRIPTION

1st Level, Requires Concentration Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the or conditions from them. If the target is already possessed,, or by such a creature, the target has Advantage on any new saving throw against the relevant effect.

Spell Scroll: Summon Lesser Demons
READ DESCRIPTION

Summon Lesser Demons (Level 3) Requires Concentration @Embed[Compendium.world.spells-complete.Item.pbYjMrwZUR5sZ3F5 inline] Scroll Details @Embed[Compendium.dnd5e.equipment24.Item.dmgSpellScroll00 inline]

Spellbook
Stringx2
READ DESCRIPTION

String is 10 feet long. You can tie a knot in it as a Utilize action.

The Nathlumx0
READ DESCRIPTION

The Nathlum The Nathlum is a nondescript book with a gray canvas cover and parchment pages. It was written by Lethchauntos in Common. It contains two spells and the recipes for many poisons. The Nathlum contains the Glyph of Warding and Maze spells. The book can’t be used to cast these spells, but a Wizard can copy these spells into their spellbook as described in the Player’s Handbook. The Nathlum also contains the recipes for every poison in the Dungeon Master’s Guide, plus four additional poisons described below. A character with the Nathlum can use a Poisoner’s Kit to craft any poison described in the book, using the rules for crafting equipment in the Player’s Handbook. The Nathlum also contains instructions for crafting Elixirs of Health (see rules for crafting magic items in the Dungeon Master’s Guide ). Deathdance (200 GP) Injury Poison A creature subjected to Deathdance must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. Humanoids automatically succeed on this save. The creature also has the Incapacitated condition while Poisoned in this way, as it thrashes uncontrollably. Prespra (300 GP) Ingested Poison A creature subjected to Prespra must succeed on a DC 11 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The creature also has the Blinded condition while Poisoned in this way. The creature repeats the save at the start of each of its turns, taking 3 (1d6) Poison damage on a failed save. On a successful save, the effect ends for the creature. Ulcrun (1,000 GP) Injury Poison A cre

Thieves' Tools
READ DESCRIPTION

Ability: Dexterity Utilize: Pick a lock (DC 15 ), or disarm a trap (DC 15 )

Tinker's Tools
READ DESCRIPTION

Ability: Dexterity Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20 ) Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox

Weaver's Tools
READ DESCRIPTION

Ability: Dexterity Utilize: Mend a tear in clothing (DC 10 ), or sew a Tiny design (DC 10 ) Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes