diff --git a/Collections/Complete.xml b/Collections/Complete.xml index fddf692..4a5e219 100644 --- a/Collections/Complete.xml +++ b/Collections/Complete.xml @@ -4,7 +4,9 @@ + + diff --git a/Collections/CoreOnly.xml b/Collections/CoreOnly.xml index be9bd69..e930102 100644 --- a/Collections/CoreOnly.xml +++ b/Collections/CoreOnly.xml @@ -4,7 +4,9 @@ + + diff --git a/Collections/CorePlusUA-NoHomebrew.xml b/Collections/CorePlusUA-NoHomebrew.xml index 2dd2955..836e39c 100644 --- a/Collections/CorePlusUA-NoHomebrew.xml +++ b/Collections/CorePlusUA-NoHomebrew.xml @@ -4,7 +4,9 @@ + + diff --git a/FightClub5eXML/CHANGELOG.md b/FightClub5eXML/CHANGELOG.md index bd11f8f..cdfe640 100644 --- a/FightClub5eXML/CHANGELOG.md +++ b/FightClub5eXML/CHANGELOG.md @@ -1,5 +1,15 @@ ## CHANGE LOG +### 2020-01-31 + +Added missing features of Barbarian subclass Ancestral Guardian from Xanathar's Guide to Everything. + +Separated out Xanathar's Guide to Everything from supplement rulebooks and adventures. + +Separated out items from Wayfinder's Guide to Eberron from supplement rulebooks and adventures. + +Updated Collections with the two new sources. + ### 2020-01-29 Added remaining monsters from Baldur's Gate: Descent Into Avernus. diff --git a/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml b/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml index 6e4f33c..471ccf3 100644 --- a/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml +++ b/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml @@ -1,60 +1,6 @@ - - Unbreakable Arrow - A - 1 - common - 0.05 - This arrow can’t be broken, except when it is within an antimagic field. - - Source: Xanathar's Guide to Everything, p. 139 - - - Walloping Arrow - A - 1 - common - 0.05 - This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - - Source: Xanathar's Guide to Everything, p. 139 - - - Walloping Blowgun Needle - A - 1 - common - 0.02 - This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - - Source: Xanathar's Guide to Everything, p. 139 - - - Walloping Crossbow Bolt - A - 1 - common - 0.075 - This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - - Source: Xanathar's Guide to Everything, p. 139 - - - Walloping Sling Bullet - A - 1 - common - 0.075 - This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - - Source: Xanathar's Guide to Everything, p. 139 - Monster Hunter's Pack G @@ -83,71 +29,6 @@ Source: Curse of Strahd, p. 221 - - Cast-Off Chain Mail - HA - 1 - common - 55 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 16 - 13 - 1 - - - Cast-Off Plate Armor - HA - 1 - common - 65 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 18 - 15 - 1 - - - Cast-Off Ring Mail - HA - 1 - common - 40 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 14 - - 1 - - - Cast-Off Splint Armor - HA - 1 - common - 60 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 17 - 15 - 1 - - - Chain Mail of Gleaming - HA - 1 - common - 55 - This armor never gets dirty. - - Source: Xanathar's Guide to Everything, p. 136 - 17 - 13 - 1 - Mind Carapace Chain Mail HA @@ -200,32 +81,6 @@ 15 1 - - Plate Armor of Gleaming - HA - 1 - common - 65 - This armor never gets dirty. - - Source: Xanathar's Guide to Everything, p. 136 - 19 - 15 - 1 - - - Ring Mail of Gleaming - HA - 1 - common - 40 - This armor never gets dirty. - - Source: Xanathar's Guide to Everything, p. 136 - 15 - - 1 - Scorpion Armor HA @@ -251,149 +106,6 @@ 10d10+45 - - Smoldering Chain Mail - HA - 1 - common - 55 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 17 - 13 - 1 - - - Smoldering Plate Armor - HA - 1 - common - 65 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 19 - 15 - 1 - - - Smoldering Ring Mail - HA - 1 - common - 40 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 15 - - 1 - - - Smoldering Splint Armor - HA - 1 - common - 60 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 18 - 15 - 1 - - - Splint Armor of Gleaming - HA - 1 - common - 60 - This armor never gets dirty. - - Source: Xanathar's Guide to Everything, p. 136 - 18 - 15 - 1 - - - Cast-Off Leather Armor - LA - 1 - common - 10 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 11 - - - - - Cast-Off Padded Armor - LA - 1 - common - 8 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 11 - - 1 - - - Cast-Off Studded Leather Armor - LA - 1 - common - 13 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 12 - - - - - Smoldering Leather Armor - LA - 1 - common - 10 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 11 - - - - - Smoldering Padded Armor - LA - 1 - common - 8 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 11 - - 1 - - - Smoldering Studded Leather Armor - LA - 1 - common - 13 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 12 - - - Azuredge M @@ -941,102 +653,6 @@ 2d4 - - Moon-Touched Greatsword - M - 1 - common - 6 - In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Xanathar's Guide to Everything, p. 138 - 2d6 - - S - M,H,2H - - - - Moon-Touched Longsword - M - 1 - common - 3 - In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Xanathar's Guide to Everything, p. 138 - 1d8 - 1d10 - S - M,V - - - - Moon-Touched Rapier - M - 1 - common - 2 - In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Xanathar's Guide to Everything, p. 138 - 1d8 - - P - M,F - - - - Moon-Touched Scimitar - M - 1 - common - 3 - In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Xanathar's Guide to Everything, p. 138 - 1d6 - - S - F,L - - - - Moon-Touched Shortsword - M - 1 - common - 2 - In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Xanathar's Guide to Everything, p. 138 - 1d6 - - P - M,F,L - - Orcsplitter M @@ -1283,97 +899,6 @@ 20/60 1d6 - - Breastplate of Gleaming - MA - 1 - common - 20 - This armor never gets dirty. - - Source: Xanathar's Guide to Everything, p. 136 - 15 - - - - - Cast-Off Breastplate - MA - 1 - common - 20 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 14 - - - - - Cast-Off Chain Shirt - MA - 1 - common - 20 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 13 - - - - - Cast-Off Half Plate Armor - MA - 1 - common - 40 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 15 - - 1 - - - Cast-Off Hide Armor - MA - 1 - common - 12 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 12 - - - - - Cast-Off Scale Mail - MA - 1 - common - 45 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 14 - - 1 - - - Chain Shirt of Gleaming - MA - 1 - common - 20 - This armor never gets dirty. - - Source: Xanathar's Guide to Everything, p. 136 - 14 - - - Dragonguard MA @@ -1388,110 +913,6 @@ - - Half Plate Armor of Gleaming - MA - 1 - common - 40 - This armor never gets dirty. - - Source: Xanathar's Guide to Everything, p. 136 - 16 - - 1 - - - Hide Armor of Gleaming - MA - 1 - common - 12 - This armor never gets dirty. - - Source: Xanathar's Guide to Everything, p. 136 - 13 - - - - - Scale Mail of Gleaming - MA - 1 - common - 45 - This armor never gets dirty. - - Source: Xanathar's Guide to Everything, p. 136 - 15 - - 1 - - - Smoldering Breastplate - MA - 1 - common - 20 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 15 - - - - - Smoldering Chain Shirt - MA - 1 - common - 20 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 14 - - - - - Smoldering Half Plate Armor - MA - 1 - common - 40 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 16 - - 1 - - - Smoldering Hide Armor - MA - 1 - common - 12 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 13 - - - - - Smoldering Scale Mail - MA - 1 - common - 45 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 15 - - 1 - Spiked Armor MA @@ -1654,19 +1075,6 @@ Source: Tomb of Annihilation, p. 207 - - Shield of Expression - S - 1 - common - 6 - The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression. - - Source: Xanathar's Guide to Everything, p. 139 - 2 - - - Shield of Far Sight S @@ -1714,27 +1122,6 @@ Source: Lost Mines of Phandelver p. 53 1d6+4 - - Staff of Adornment - ST - 1 - common - 4 - If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. - - Source: Xanathar's Guide to Everything, p. 139 - - - Staff of Birdcalls - ST - 1 - common - 4 - This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek. The staff regains1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. - - Source: Xanathar's Guide to Everything, p. 139 - 1d6+4 - Staff of Defense ST @@ -1751,16 +1138,6 @@ ac +1 1d6+4 - - Staff of Flowers - ST - 1 - common - 4 - This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. - - Source: Xanathar's Guide to Everything, p. 139 - Staff of the Forgotten One ST @@ -1881,26 +1258,6 @@ Source: Storm King's Thunder, p. 235 - - Bead of Nourishment - W - 1 - common - - This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations. - - Source: Xanathar's Guide to Everything, p. 136 - - - Bead of Refreshment - W - 1 - common - - This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison. - - Source: Xanathar's Guide to Everything, p. 136 - Black Dragon Mask W @@ -1960,16 +1317,6 @@ Source: Rise of Tiamat Online Supplement p. 4 - - Boots of False Tracks - W - 1 - common - - Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. - - Source: Xanathar's Guide to Everything, p. 136 - Bracelet of Rock Magic W @@ -1991,26 +1338,6 @@ Source: Waterdeep - Dragon Heist p. 190 - - Candle of the Deep - W - 1 - common - - The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle. - - Source: Xanathar's Guide to Everything, p. 136 - - - Charlatan's Die - W - 1 - common (requires attunement) - - Whenever you roll this six-sided die, you can control which number it rolls. - - Source: Xanathar's Guide to Everything, p. 136 - Charm of Plant Command W @@ -2051,47 +1378,6 @@ Source: Princes of the Apocalypse p. 222 - - Cloak of Billowing - W - 1 - common - - While wearing this cloak, you can use a bonus action to make it billow dramatically. - - Source: Xanathar's Guide to Everything, p. 136 - - - Cloak of Many Fashions - W - 1 - common - - While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. - - Source: Xanathar's Guide to Everything, p. 136 - - - Clockwork Amulet - W - 1 - common - - This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. - When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. - - Source: Xanathar's Guide to Everything, p. 137 - - - Clothes of Mending - W - 1 - common - - This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way. - - Source: Xanathar's Guide to Everything, p. 137 - Conch of Teleportation W @@ -2114,20 +1400,6 @@ Source: Ghosts of Saltmarsh p. 229 - - Dark Shard Amulet - W - 1 - common (requires attunement by a warlock) - - This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: - - • You can use the amulet as a spellcasting focus for your warlock spells. - - • You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 137 - Devastation Orb of Air W @@ -2203,16 +1475,6 @@ Source: The Rise of Tiamat p. 93 6d8 - - Dread Helm - W - 1 - common - - This fearsome steel helm makes your eyes glow red while you wear it. - - Source: Xanathar's Guide to Everything, p. 137 - Eagle Whistle W @@ -2224,36 +1486,6 @@ Source: Tales from the Yawning Portal, p. 228 - - Ear Horn of Hearing - W - 1 - common - - While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. - - Source: Xanathar's Guide to Everything, p. 137 - - - Enduring Spellbook - W - 1 - common - - This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age. - - Source: Xanathar's Guide to Everything, p. 137 - - - Ersatz Eye - W - 1 - common (requires attunement) - - This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. - - Source: Xanathar's Guide to Everything, p. 137 - Feather of Diatryma Summoning W @@ -2321,26 +1553,6 @@ Source: Rise of Tiamat Online Supplement p. 4 - - Hat of Vermin - W - 1 - common - - This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. - - Source: Xanathar's Guide to Everything, p. 137 - - - Hat of Wizardry - W - 1 - common (requires attunement by a wizard) - - This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 137 - Hell Hound Cloak W @@ -2363,17 +1575,6 @@ Source: Ghosts of Saltmarsh p. 229 - - Heward's Handy Spice Pouch - W - 1 - common - - This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains1d6+4 expended charges daily at dawn. - - Source: Xanathar's Guide to Everything, p. 137 - 1d6+4 - Holy Symbol of Ravenkind W @@ -2393,17 +1594,6 @@ Source: Curse of Strahd, p. 222 1d6+4 - - Horn of Silent Alarm - W - 1 - common - - This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. - - Source: Xanathar's Guide to Everything, p. 137 - 1d4 - Icon of Ravenloft W @@ -2466,26 +1656,6 @@ melee attacks +1 melee damage +1 - - Instrument of Illusions - W - 1 - common (requires attunement) - - While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing. - - Source: Xanathar's Guide to Everything, p. 137 - - - Instrument of Scribing - W - 1 - common (requires attunement) - - This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn. - - Source: Xanathar's Guide to Everything, p. 138 - Knave’s Eye Patch W @@ -2525,16 +1695,6 @@ Source: Tales from the Yawning Portal, p. 228 speed -5 - - Lock of Trickery - W - 1 - common - - This lock appears to be an ordinary lock (of the type described in chapter 5 of the Player’s Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage. - - Source: Xanathar's Guide to Everything, p. 138 - Lost Crown of Besilmer W @@ -2580,16 +1740,6 @@ Source: Tales from the Yawning Portal, p. 228 - - Mystery Key - W - 1 - common - - A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears. - - Source: Xanathar's Guide to Everything, p. 138 - Navigation Orb W @@ -2643,16 +1793,6 @@ Source: Storm King's Thunder, p. 237 - - Orb of Direction - W - 1 - common - - While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane. - - Source: Xanathar's Guide to Everything, p. 138 - Orb of the Stein Rune W @@ -2675,16 +1815,6 @@ Source: Storm King's Thunder, p. 237 - - Orb of Time - W - 1 - common - - While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or night time outside. This property functions only on the Material Plane. - - Source: Xanathar's Guide to Everything, p. 138 - Paper Bird W @@ -2722,16 +1852,6 @@ Source: Storm King's Thunder, p. 237 - - Perfume of Bewitching - W - 1 - common - - This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume’s effect are not aware that they’ve been influenced by magic. - - Source: Xanathar's Guide to Everything, p. 138 - Pipe of Remembrance W @@ -2742,16 +1862,6 @@ Source: Ghosts of Saltmarsh p. 229 - - Pipe of Smoke Monsters - W - 1 - common - - While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke. - - Source: Xanathar's Guide to Everything, p. 138 - Piwafwi W @@ -2772,36 +1882,6 @@ Source: Out of the Abyss, p. 222 - - Pole of Angling - W - 1 - common - - While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole. - - Source: Xanathar's Guide to Everything, p. 138 - - - Pole of Collapsing - W - 1 - common - - While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows. - - Source: Xanathar's Guide to Everything, p. 138 - - - Pot of Awakening - W - 1 - common - 10 - If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub (see the Monster Manual for statistics) at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing. - - Source: Xanathar's Guide to Everything, p. 138 - Pressure Capsule W @@ -2869,26 +1949,6 @@ Source: Storm King's Thunder, p. 238 1d6+4 - - Rope of Mending - W - 1 - common - - You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. - - Source: Xanathar's Guide to Everything, p. 138 - - - Ruby of the War Mage - W - 1 - common (requires attunement by a spellcaster) - - Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. - - Source: Xanathar's Guide to Everything, p. 138 - Sekolahian Worshiping Statuette W @@ -3123,36 +2183,6 @@ Source: Out of the Abyss, p. 223 1d6+4 - - Talking Doll - W - 1 - common (requires attunement) - - While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. - - Source: Xanathar's Guide to Everything, p. 139 - - - Tankard of Sobriety - W - 1 - common - - This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. - - Source: Xanathar's Guide to Everything, p. 139 - - - Veteran's Cane - W - 1 - common - - When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical. - - Source: Xanathar's Guide to Everything, p. 139 - Weird Tank W @@ -3227,16 +2257,6 @@ Source: Storm King's Thunder, p. 239 - - Wand of Conducting - WD - 1 - common - 1 - This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed. - - Source: Xanathar's Guide to Everything, p. 140 - Wand of Entangle WD @@ -3249,37 +2269,6 @@ Source: Tales from the Yawning Portal, p. 229 1d6+1 - - Wand of Pyrotechnics - WD - 1 - common - 1 - This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. - - Source: Xanathar's Guide to Everything, p. 140 - 1d6+1 - - - Wand of Scowls - WD - 1 - common - 1 - This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of smiles. - - Source: Xanathar's Guide to Everything, p. 140 - - - Wand of Smiles - WD - 1 - common - 1 - This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of scowls. - - Source: Xanathar's Guide to Everything, p. 140 - Wand of Viscid Globs WD @@ -3306,6218 +2295,7 @@ Source: Hoard of the Dragon Queen p. 94 1d6+1 - - Armblade Battleaxe - M - 1 - common (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - 10 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - - - Armblade Battleaxe +1 - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - - - Armblade Battleaxe +2 - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d8 - 1d10 - S - M,V - - - - Armblade Battleaxe +3 - M - 1 - very rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Battleaxe of Warning - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - - - Armblade Berserker Battleaxe - M - 1 - rare, cursed (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. - - Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. - Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - Source: Dungeon Master's Guide p. 155 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - - - Armblade Berserker Handaxe - M - 1 - rare, cursed (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. - - Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. - Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 155 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +1 - weapon damage +1 - 1d6 - - S - L,T - 20/60 - - - Armblade Club - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, club - 0.1 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - B - L - - - - Armblade Club +1 - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, club - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d4 - - B - L - - - - Armblade Club +2 - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, club - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d4 - - B - L - - - - Armblade Club +3 - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, club - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d4 - - B - L - - - - Armblade Club of Warning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, club - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - B - L - - - - Armblade Dagger - M - 1 - common (requires attunement by a warforged) - 1 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - 2 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - P - F,L,T - 20/60 - - - Armblade Dagger +1 - M - 1 - uncommon (requires attunement by a warforged) - 1 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +1 - weapon damage +1 - 1d4 - - P - F,L,T - 20/60 - - - Armblade Dagger +2 - M - 1 - rare (requires attunement by a warforged) - 1 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +2 - weapon damage +2 - 1d4 - - P - F,L,T - 20/60 - - - Armblade Dagger +3 - M - 1 - very rare (requires attunement by a warforged) - 1 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +3 - weapon damage +3 - 1d4 - - P - F,L,T - 20/60 - - - Armblade Dagger of Venom - M - 1 - rare (requires attunement by a warforged) - 1 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: Dungeon Master's Guide p. 161 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +1 - weapon damage +1 - 1d4 - - P - F,L,T - 20/60 - 2d10 - - - Armblade Dagger of Warning - M - 1 - uncommon (requires attunement by a warforged) - 1 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - P - F,L,T - 20/60 - - - Armblade Dancing Longsword - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. - While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. - After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 161 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - - - Armblade Dancing Rapier - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. - While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. - After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 161 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M,F - - - - Armblade Dancing Scimitar - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. - While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. - After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 161 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - M,F,L - - - - Armblade Dancing Shortsword - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. - While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. - After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 161 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - M,F,L - - - - Armblade Defender Longsword - M - 1 - legendary (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. - The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 164 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Defender Rapier - M - 1 - legendary (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. - The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 164 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - - P - M,F - - - - Armblade Defender Scimitar - M - 1 - legendary (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. - The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 164 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d6 - - S - M,F,L - - - - Armblade Defender Shortsword - M - 1 - legendary (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. - The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 164 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d6 - - P - M,F,L - - - - Armblade Dragon Slayer Longsword - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 166 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - 3d6 - - - Armblade Dragon Slayer Rapier - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 166 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - - P - M,F - - 3d6 - - - Armblade Dragon Slayer Scimitar - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 166 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d6 - - S - M,F,L - - 3d6 - - - Armblade Dragon Slayer Shortsword - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 166 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d6 - - P - M,F,L - - 3d6 - - - Armblade Flail - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Proficiency: martial, flail - 10 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - B - M, - - - - Armblade Flail +1 - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, flail - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - - B - M, - - - - Armblade Flail +2 - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, flail - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d8 - - B - M, - - - - Armblade Flail +3 - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, flail - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - - B - M, - - - - Armblade Flail of Warning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Proficiency: martial, flail - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - B - M, - - - - Armblade Flame Tongue Longsword - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 170 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - 2d6 - - - Armblade Flame Tongue Rapier - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 170 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M,F - - 2d6 - - - Armblade Flame Tongue Scimitar - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 170 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - M,F,L - - 2d6 - - - Armblade Flame Tongue Shortsword - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 170 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - M,F,L - - 2d6 - - - Armblade Frost Brand Longsword - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. - In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 171 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - 1d6 - - - Armblade Frost Brand Rapier - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. - In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 171 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M,F - - 1d6 - - - Armblade Frost Brand Scimitar - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. - In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 171 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - M,F,L - - 1d6 - - - Armblade Frost Brand Shortsword - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. - In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 171 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - M,F,L - - 1d6 - - - Armblade Giant Slayer Battleaxe - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - Source: Dungeon Master's Guide p. 172 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - 2d6 - - - Armblade Giant Slayer Handaxe - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 172 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +1 - weapon damage +1 - 1d6 - - S - L,T - 20/60 - 2d6 - - - Armblade Giant Slayer Longsword - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 172 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - 2d6 - - - Armblade Giant Slayer Rapier - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 172 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - - P - M,F - - 2d6 - - - Armblade Giant Slayer Scimitar - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 172 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d6 - - S - M,F,L - - 2d6 - - - Armblade Giant Slayer Shortsword - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 172 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - M,F,L - - 2d6 - - - Armblade Handaxe - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - 5 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - L,T - 20/60 - - - Armblade Handaxe +1 - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +1 - weapon damage +1 - 1d6 - - S - L,T - 20/60 - - - Armblade Handaxe +2 - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +2 - weapon damage +2 - 1d6 - - S - L,T - 20/60 - - - Armblade Handaxe +3 - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +3 - weapon damage +3 - 1d6 - - S - L,T - 20/60 - - - Armblade Handaxe of Warning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - L,T - 20/60 - - - Armblade Holy Avenger Longsword - M - 1 - legendary (requires attunement by a warforged paladin) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. - While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 174 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - 2d10 - - - Armblade Holy Avenger Rapier - M - 1 - legendary (requires attunement by a warforged paladin) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. - While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 174 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - - P - M,F - - 2d10 - - - Armblade Holy Avenger Scimitar - M - 1 - legendary (requires attunement by a warforged paladin) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. - While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 174 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d6 - - S - M,F,L - - 2d10 - - - Armblade Holy Avenger Shortsword - M - 1 - legendary (requires attunement by a warforged paladin) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. - While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 174 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d6 - - P - M,F,L - - 2d10 - - - Armblade Javelin - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - 0.5 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - T - 30/120 - - - Armblade Javelin +1 - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +1 - weapon damage +1 - 1d6 - - P - T - 30/120 - - - Armblade Javelin +2 - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +2 - weapon damage +2 - 1d6 - - P - T - 30/120 - - - Armblade Javelin +3 - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +3 - weapon damage +3 - 1d6 - - P - T - 30/120 - - - Armblade Javelin of Backbiting - M - 1 - very rare, cursed (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. - Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. - Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Tales from the Yawning Portal, p. 229 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d6 - - P - T - 60/150 - - - Armblade Javelin of Lightning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. - The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Dungeon Master's Guide p. 178 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - T - 30/120 - 4d6 - - - Armblade Javelin of Warning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - T - 30/120 - - - Armblade Lance - M - 1 - common (requires attunement by a warforged) - 6 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, lance - 10 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d12 - - P - M,R,S - - - - Armblade Lance +1 - M - 1 - uncommon (requires attunement by a warforged) - 6 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, lance - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d12 - - P - M,R,S - - - - Armblade Lance +2 - M - 1 - rare (requires attunement by a warforged) - 6 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, lance - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d12 - - P - M,R,S - - - - Armblade Lance +3 - M - 1 - very rare (requires attunement by a warforged) - 6 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, lance - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d12 - - P - M,R,S - - - - Armblade Lance of Warning - M - 1 - uncommon (requires attunement by a warforged) - 6 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, lance - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d12 - - P - M,R,S - - - - Armblade Light Hammer - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, light hammer - 2 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - B - L,T - 20/60 - - - Armblade Light Hammer +1 - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, light hammer - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +1 - weapon damage +1 - 1d4 - - B - L,T - 20/60 - - - Armblade Light Hammer +2 - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, light hammer - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +2 - weapon damage +2 - 1d4 - - B - L,T - 20/60 - - - Armblade Light Hammer +3 - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, light hammer - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +3 - weapon damage +3 - 1d4 - - B - L,T - 20/60 - - - Armblade Light Hammer of Warning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, light hammer - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - B - L,T - 20/60 - - - Armblade Longsword - M - 1 - common (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - 15 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - - - Armblade Longsword +1 - M - 1 - uncommon (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - - - Armblade Longsword +2 - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d8 - 1d10 - S - M,V - - - - Armblade Longsword +3 - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Longsword of Life Stealing - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - - - Armblade Longsword of Sharpness - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. - When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. - In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - - - Armblade Longsword of Vengeance - M - 1 - uncommon, cursed (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - - Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. - In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. - You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - - - Armblade Longsword of Warning - M - 1 - uncommon (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - - - Armblade Longsword of Wounding - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. - Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 207 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - 1d4 - - - Armblade Luck Blade Longsword - M - 1 - legendary (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. - - Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. - - Wish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 179 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - saving throws +1 - 1d8 - 1d10 - S - M,V - - - - Armblade Luck Blade Rapier - M - 1 - legendary (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. - - Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. - - Wish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 179 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - saving throws +1 - 1d8 - - P - M,F - - - - Armblade Luck Blade Scimitar - M - 1 - legendary (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. - - Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. - - Wish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 179 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - saving throws +1 - 1d6 - - S - M,F,L - - - - Armblade Luck Blade Shortsword - M - 1 - legendary (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. - - Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. - - Wish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 179 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - saving throws +1 - 1d6 - - P - M,F,L - - - - Armblade Mace - M - 1 - common (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Proficiency: simple, mace - 5 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - B - - - - - Armblade Mace +1 - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d6 - - B - - - - - Armblade Mace +2 - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d6 - - B - - - - - Armblade Mace +3 - M - 1 - very rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d6 - - B - - - - - Armblade Mace of Disruption - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. - While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 179 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - B - - - 2d6 - - - Armblade Mace of Smiting - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. - When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 179 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d6 - - B - - - - - Armblade Mace of Terror - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. - The mace regains 1d3 expended charges daily at dawn. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 180 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - B - - - 1d3 - - - Armblade Mace of Warning - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - B - - - - - Armblade Moon-Touched Longsword - M - 1 - common (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Xanathar's Guide to Everything, p. 138 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - - - Armblade Moon-Touched Rapier - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Xanathar's Guide to Everything, p. 138 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M,F - - - - Armblade Moon-Touched Scimitar - M - 1 - common (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Xanathar's Guide to Everything, p. 138 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - F,L - - - - Armblade Moon-Touched Shortsword - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Xanathar's Guide to Everything, p. 138 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - M,F,L - - - - Armblade Morningstar - M - 1 - common (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Proficiency: martial, morningstar - 15 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M, - - - - Armblade Morningstar +1 - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, morningstar - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - - P - M, - - - - Armblade Morningstar +2 - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, morningstar - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d8 - - P - M, - - - - Armblade Morningstar +3 - M - 1 - very rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, morningstar - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - - P - M, - - - - Armblade Morningstar of Warning - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Proficiency: martial, morningstar - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M, - - - - Armblade Nine Lives Stealer Longsword - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +2 bonus to attack and damage rolls made with this magic weapon. - The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 183 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d8 - 1d10 - S - M,V - - - - Armblade Nine Lives Stealer Rapier - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +2 bonus to attack and damage rolls made with this magic weapon. - The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 183 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d8 - - P - M,F - - - - Armblade Nine Lives Stealer Scimitar - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +2 bonus to attack and damage rolls made with this magic weapon. - The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 183 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d6 - - S - M,F,L - - - - Armblade Nine Lives Stealer Shortsword - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +2 bonus to attack and damage rolls made with this magic weapon. - The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 183 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d6 - - P - M,F,L - - - - Armblade Quarterstaff - M - 1 - common (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - 0.2 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - 1d8 - B - V - - - - Armblade Quarterstaff +1 - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d6 - 1d8 - B - V - - - - Armblade Quarterstaff +2 - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d6 - 1d8 - B - V - - - - Armblade Quarterstaff +3 - M - 1 - very rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d6 - 1d8 - B - V - - - - Armblade Quarterstaff of Warning - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - 1d8 - B - V - - - - Armblade Rapier - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - 25 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M,F - - - - Armblade Rapier +1 - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - - P - M,F - - - - Armblade Rapier +2 - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d8 - - P - M,F - - - - Armblade Rapier +3 - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - - P - M,F - - - - Armblade Rapier of Life Stealing - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M,F - - - - Armblade Rapier of Vengeance - M - 1 - uncommon, cursed (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - - Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. - In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. - You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - - P - M,F - - - - Armblade Rapier of Warning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M,F - - - - Armblade Rapier of Wounding - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. - Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 207 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M,F - - 1d4 - - - Armblade Scimitar - M - 1 - common (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - 25 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - M,F,L - - - - Armblade Scimitar +1 - M - 1 - uncommon (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d6 - - S - M,F,L - - - - Armblade Scimitar +2 - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d6 - - S - M,F,L - - - - Armblade Scimitar +3 - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d6 - - S - M,F,L - - - - Armblade Scimitar of Life Stealing - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - M,F,L - - - - Armblade Scimitar of Sharpness - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. - When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. - In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - M,F,L - - - - Armblade Scimitar of Speed - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 199 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d6 - - S - M,F,L - - - - Armblade Scimitar of Vengeance - M - 1 - uncommon, cursed (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - - Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. - In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. - You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d6 - - S - M,F,L - - - - Armblade Scimitar of Warning - M - 1 - uncommon (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - M,F,L - - - - Armblade Scimitar of Wounding - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. - Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 207 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - M,F,L - - 1d4 - - - Armblade Shortsword - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - 10 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - M,F,L - - - - Armblade Shortsword +1 - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d6 - - P - M,F,L - - - - Armblade Shortsword +2 - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d6 - - P - M,F,L - - - - Armblade Shortsword +3 - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d6 - - P - M,F,L - - - - Armblade Shortsword of Life Stealing - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - M,F,L - - - - Armblade Shortsword of Vengeance - M - 1 - uncommon, cursed (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - - Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. - In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. - You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d6 - - P - M,F,L - - - - Armblade Shortsword of Warning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - M,F,L - - - - Armblade Shortsword of Wounding - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. - Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 207 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - M,F,L - - 1d4 - - - Armblade Sickle - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, sickle - 1 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - S - L - - - - Armblade Sickle +1 - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, sickle - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d4 - - S - L - - - - Armblade Sickle +2 - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, sickle - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d4 - - S - L - - - - Armblade Sickle +3 - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, sickle - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d4 - - S - L - - - - Armblade Sickle of Warning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, sickle - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - S - L - - - - Armblade Spear - M - 1 - common (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - 1 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - 1d8 - P - T,V - 20/60 - - - Armblade Spear +1 - M - 1 - uncommon (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +1 - weapon damage +1 - 1d6 - 1d8 - P - T,V - 20/60 - - - Armblade Spear +2 - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +2 - weapon damage +2 - 1d6 - 1d8 - P - T,V - 20/60 - - - Armblade Spear +3 - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +3 - weapon damage +3 - 1d6 - 1d8 - P - T,V - 20/60 - - - Armblade Spear of Backbiting - M - 1 - very rare, cursed (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. - Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. - Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - Source: Tales from the Yawning Portal, p. 229 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d6 - 1d8 - P - T,V - 50/90 - - - Armblade Spear of Warning - M - 1 - uncommon (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - 1d8 - P - T,V - 20/60 - - - Armblade Sun Blade - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. - You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. - The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword, shortsword - Source: Dungeon Master's Guide p. 205 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d8 - 1d10 - S - M,F,V - - 1d8 - - - Armblade Sword of Answering (Answerer) - M - 1 - legendary (requires attunement by a Chaotic Good warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Answerer, the Chaotic Good sword, has an emerald set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Sword of Answering (Back Talker) - M - 1 - legendary (requires attunement by a Chaotic Evil warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Back Talker, the Chaotic Evil sword, has jet set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Sword of Answering (Concluder) - M - 1 - legendary (requires attunement by a Lawful Neutral warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Concluder, the Lawful Neutral sword, has an amethyst set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Sword of Answering (Last Quip) - M - 1 - legendary (requires attunement by a Chaotic Neutral warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Last Quip, the Chaotic Neutral sword, has a tourmaline set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Sword of Answering (Rebutter) - M - 1 - legendary (requires attunement by a Neutral Good warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Rebutter, the Neutral Good sword, has a topaz set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Sword of Answering (Replier) - M - 1 - legendary (requires attunement by a Neutral warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Replier, the Neutral sword, has a peridot set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Sword of Answering (Retorter) - M - 1 - legendary (requires attunement by a Lawful Good warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Retorter, the Lawful Good sword, has an aquamarine set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Sword of Answering (Scather) - M - 1 - legendary (requires attunement by a Lawful Evil warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Scather, the Lawful Evil sword, has a garnet set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Sword of Answering (Squelcher) - M - 1 - legendary (requires attunement by a Neutral Evil warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Squelcher, the Neutral Evil sword, has a spinel set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Trident - M - 1 - common (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - 5 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - 1d8 - P - M,T,V - 20/60 - - - Armblade Trident +1 - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +1 - weapon damage +1 - 1d6 - 1d8 - P - M,T,V - 20/60 - - - Armblade Trident +2 - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +2 - weapon damage +2 - 1d6 - 1d8 - P - M,T,V - 20/60 - - - Armblade Trident +3 - M - 1 - very rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +3 - weapon damage +3 - 1d6 - 1d8 - P - M,T,V - 20/60 - - - Armblade Trident of Fish Command - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - 1d8 - P - M,T,V - 20/60 - 1d3 - - - Armblade Trident of Warning - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - 1d8 - P - M,T,V - 20/60 - - - Armblade Vicious Battleaxe - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - 2d6 - - - Armblade Vicious Club - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, club - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - B - L - - 2d6 - - - Armblade Vicious Dagger - M - 1 - rare (requires attunement by a warforged) - 1 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - P - F,L,T - 20/60 - 2d6 - - - Armblade Vicious Flail - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Proficiency: martial, flail - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - B - M, - - 2d6 - - - Armblade Vicious Handaxe - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - L,T - 20/60 - 2d6 - - - Armblade Vicious Javelin - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - T - 30/120 - 2d6 - - - Armblade Vicious Lance - M - 1 - rare (requires attunement by a warforged) - 6 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, lance - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d12 - - P - M,R,S - - 2d6 - - - Armblade Vicious Light Hammer - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, light hammer - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - B - L,T - 20/60 - 2d6 - - - Armblade Vicious Longsword - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - 2d6 - - - Armblade Vicious Mace - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - B - - - 2d6 - - - Armblade Vicious Morningstar - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Proficiency: martial, morningstar - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M, - - 2d6 - - - Armblade Vicious Quarterstaff - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - 1d8 - B - V - - 2d6 - - - Armblade Vicious Rapier - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M,F - - 2d6 - - - Armblade Vicious Scimitar - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - M,F,L - - 2d6 - - - Armblade Vicious Shortsword - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - M,F,L - - 2d6 - - - Armblade Vicious Sickle - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, sickle - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - S - L - - 2d6 - - - Armblade Vicious Spear - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - 1d8 - P - T,V - 20/60 - 2d6 - - - Armblade Vicious Trident - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - 1d8 - P - M,T,V - 20/60 - 2d6 - - - Armblade Vicious War Pick - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Proficiency: martial, war pick - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M, - - 2d6 - - - Armblade Vicious Warhammer - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, warhammer - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - B - M,V - - 2d6 - - - Armblade Vicious Whip - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, whip - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - S - M,F,R - - 2d6 - - - Armblade Vorpal Longsword - M - 1 - legendary (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. - When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - 6d8 - - - Armblade Vorpal Scimitar - M - 1 - legendary (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. - When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d6 - - S - M,F,L - - 6d8 - - - Armblade War Pick - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Proficiency: martial, war pick - 5 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M, - - - - Armblade War Pick +1 - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, war pick - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - - P - M, - - - - Armblade War Pick +2 - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, war pick - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d8 - - P - M, - - - - Armblade War Pick +3 - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, war pick - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - - P - M, - - - - Armblade War Pick of Warning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Proficiency: martial, war pick - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M, - - - - Armblade Warhammer - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, warhammer - 15 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - B - M,V - - - - Armblade Warhammer +1 - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, warhammer - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - B - M,V - - - - Armblade Warhammer +2 - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, warhammer - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d8 - 1d10 - B - M,V - - - - Armblade Warhammer +3 - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, warhammer - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - B - M,V - - - - Armblade Warhammer of Warning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, warhammer - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - B - M,V - - - - Armblade Whip - M - 1 - common (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, whip - 2 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - S - M,F,R - - - - Armblade Whip +1 - M - 1 - uncommon (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, whip - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d4 - - S - M,F,R - - - - Armblade Whip +2 - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, whip - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d4 - - S - M,F,R - - - - Armblade Whip +3 - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, whip - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d4 - - S - M,F,R - - - - Armblade Whip of Warning - M - 1 - uncommon (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, whip - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - S - M,F,R - - - - Dancing Double-Bladed Scimitar - M - 1 - very rare (requires attunement) - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - - You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. - While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. - After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - Source: Dungeon Master's Guide p. 161 - Wayfinder's Guide to Eberron, Chapter 3 - 2d4 - - S - M,2H - - 1d4 - - - Defender Double-Bladed Scimitar - M - 1 - legendary (requires attunement) - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. - The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - Source: Dungeon Master's Guide p. 164 - Wayfinder's Guide to Eberron, Chapter 3 - melee attacks +3 - melee damage +3 - 2d4 - - S - M,2H - - 1d4+3 - - - Double-Bladed Scimitar - M - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - 100 - Source: Wayfinder's Guide to Eberron, Chapter 3 - 2d4 - - S - M,2H - - 1d4 - - - Double-Bladed Scimitar +1 - M - 1 - uncommon - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 3 - melee attacks +1 - melee damage +1 - 2d4 - - S - M,2H - - 1d4+1 - - - Double-Bladed Scimitar +2 - M - 1 - rare - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 3 - melee attacks +2 - melee damage +2 - 2d4 - - S - M,2H - - 1d4+2 - - - Double-Bladed Scimitar +3 - M - 1 - very rare - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 3 - melee attacks +3 - melee damage +3 - 2d4 - - S - M,2H - - 1d4+3 - - - Double-Bladed Scimitar of Life Stealing - M - 1 - rare (requires attunement) - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - - When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 3 - 2d4 - - S - M,2H - - 1d4 - - - Double-Bladed Scimitar of Sharpness - M - 1 - very rare (requires attunement) - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - - When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. - When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. - In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 3 - 2d4 - - S - M,2H - - 1d4 - - - Double-Bladed Scimitar of Vengeance - M - 1 - uncommon, cursed (requires attunement) - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - - Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. - In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. - You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 3 - melee attacks +1 - melee damage +1 - 2d4 - - S - M,2H - - 1d4+1 - - - Double-Bladed Scimitar of Warning - M - 1 - uncommon (requires attunement) - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - Source: Wayfinder's Guide to Eberron, Chapter 3 - 2d4 - - S - M,2H - - 1d4 - - - Double-Bladed Scimitar of Wounding - M - 1 - rare (requires attunement) - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - - Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. - Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - Source: Dungeon Master's Guide p. 207 - Wayfinder's Guide to Eberron, Chapter 3 - 2d4 - - S - M,2H - - 1d4 - - - Dragon Slayer Double-Bladed Scimitar - M - 1 - rare - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - Source: Dungeon Master's Guide p. 166 - Wayfinder's Guide to Eberron, Chapter 3 - melee attacks +1 - melee damage +1 - 2d4 - - S - M,2H - - 1d4+1 - 3d6 - - - Flame Tongue Double-Bladed Scimitar - M - 1 - rare (requires attunement) - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - Source: Dungeon Master's Guide p. 170 - Wayfinder's Guide to Eberron, Chapter 3 - 2d4 - - S - M,2H - - 1d4 - 2d6 - - - Frost Brand Double-Bladed Scimitar - M - 1 - very rare (requires attunement) - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - - When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. - In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - Source: Dungeon Master's Guide p. 171 - Wayfinder's Guide to Eberron, Chapter 3 - 2d4 - - S - M,2H - - 1d4 - 1d6 - - - Giant Slayer Double-Bladed Scimitar - M - 1 - rare - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - Source: Dungeon Master's Guide p. 172 - Wayfinder's Guide to Eberron, Chapter 3 - melee attacks +1 - melee damage +1 - 2d4 - - S - M,2H - - 1d4+1 - 2d6 - - - Holy Avenger Double-Bladed Scimitar - M - 1 - legendary (requires attunement) - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. - While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - Source: Dungeon Master's Guide p. 174 - Wayfinder's Guide to Eberron, Chapter 3 - melee attacks +3 - melee damage +3 - 2d4 - - S - M,2H - - 1d4+3 - 2d10 - - - Luck Blade Double-Bladed Scimitar - M - 1 - legendary (requires attunement) - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. - - Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. - - Wish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - Source: Dungeon Master's Guide p. 179 - Wayfinder's Guide to Eberron, Chapter 3 - melee attacks +1 - melee damage +1 - saving throws +1 - 2d4 - - S - M,2H - - 1d4+1 - - - Moon-Touched Double-Bladed Scimitar - M - 1 - common - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - - In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - Source: Xanathar's Guide to Everything, p. 138 - Wayfinder's Guide to Eberron, Chapter 3 - 2d4 - - S - M,2H - - 1d4 - - - Nine Lives Stealer Double-Bladed Scimitar - M - 1 - very rare (requires attunement) - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - - You gain a +2 bonus to attack and damage rolls made with this magic weapon. - The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - Source: Dungeon Master's Guide p. 183 - Wayfinder's Guide to Eberron, Chapter 3 - melee attacks +2 - melee damage +2 - 2d4 - - S - M,2H - - 1d4 - - - Vicious Double-Bladed Scimitar - M - 1 - rare - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - Source: Wayfinder's Guide to Eberron, Chapter 3 - 2d4 - - S - M,2H - - 1d4 - - - Vorpal Double-Bladed Scimitar - M - 1 - legendary (requires attunement) - 6 - The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. - - Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. - When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, double-bladed scimitar - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 3 - melee attacks +3 - melee damage +3 - 2d4 - - S - M,2H - - 1d4+3 - 6d8 - - - Band of Loyalty - RG - 1 - common (requires attunement) - - If you are reduced to zero hit points while attuned to a band of loyalty, you instantly die. These rings are favored by spies who can’t afford to fall into enemy hands. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Rings of Shared Suffering - RG - 1 - uncommon (requires attunement) - - These rings come in linked pairs. It you possess the Mark of Sentinel, you can use a bonus action to form a link to the creature attuned to the other ring; from then on, whenever that creature suffers damage, they only suffer half of that damage and you take the rest. This effect continues until you end it as a bonus action or until you or the other creature removes their ring. This effect isn’t limited by range. A creature cannot be attuned to more than one ring of shared suffering. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Bag of Bounty - W - 1 - common (requires attunement by a warforged) - - This is a sturdy leather sack with tiny Siberys shards embedded into the lining. If you have the Mark of Hospitality you can use an action to cast create food and water, drawing a feast from within the bag. You shape this meal with your thoughts. You can create the standard bland fare without requiring any sort of check, but you can attempt to create finer food by making a Charisma check; if you’re proficient with cook’s utensils, add your bonus to this check. A failed check results in a sour and squalid meal. - - Food Quality — Difficulty: - Poor — No roll required - Modest — 10 - Comfortable — 13 - Wealthy — 15 - Aristocratic — 18 - - A bag of bounty can be used up to three times over the course of a day. After that, the bag can’t be used again until the next dawn. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Cleansing Stone - W - 1 - common - - A cleansing stone is a stone sphere one foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person. Cleansing stones are often embedded into pedestals in public squares in Aundair or found in high-end Ghallanda inns. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Dimensional Seal - W - 1 - legendary - - A dimensional seal is a massive stone slab covered with a complex pattern of runes and sigils. The seal projects an invisible field with a radius of two miles. This field blocks all forms of conjuration magic and any other effect that involves teleportation or planar travel. It also negates the effects of any manifest zone within the field. - - Dimensional seals are usually found in the Eldeen Reaches and the Shadow Marches, as relics of the conflict between the Gatekeeper druids and the daelkyr. The techniques used to create these seals have been long lost. It’s said that as a whole, the dimensional seals keep the daelkyr bound in Khyber and prevent Xoriat from becoming coterminous with Eberron. If enough of these seals are destroyed, there could be serious consequences for the world. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Docent - W - 1 - rare (requires attunement by a warforged) - - A docent is a small metal sphere, approximately 2 inches across, studded with dragonshards. Despite a strong magical aura, it has no obvious abilities. If you’re a warforged, you can attune to the docent, at which point the sphere becomes embedded in your chest and comes to life — literally. - - A docent is an intelligent magic item designed to advise and assist the warforged it’s attached to. A typical docent has an Intelligence score of 16 and Wisdom and Charisma scores of 14. Once you’re attuned to the docent, it can communicate with you telepathically and can perceive the world through your senses. One of the simple functions of a docent is to serve as a translator. All docents understand Common and Giant, but a docent knows up to four additional languages. Elven and Draconic are common options. If a docent knows less than six languages in total, it can add new languages to its repertoire after encountering them. So a docent found in Xen’drik may have never encountered a dwarf before… but after spending some time in Khorvaire studying dwarves, it could pick up the Dwarven language. - - In addition, a docent possesses up to three of the following traits. - - •Can cast detect magic at will - - •Can cast detect evil and good at will - - •Can detect any form of divination or scrying targeting the warforged host. - - •Intelligence (Arcana) +7 - - •Intelligence (History) +7 - - •Intelligence (Investigation) +7 - - •Intelligence (Nature) +7 - - •Wisdom (Insight) +6 - - •Wisdom (Perception) +6 - - The docent can make Wisdom (Medicine) checks targeting its warforged host, with a +7 bonus. If the host is rendered unconscious, the docent will automatically attempt to stabilize them once each turn. - - You can use a bonus action on your turn to request that the docent use one of its traits on your behalf. In the case of skills, this uses the docent’s bonus; your abilities and proficiencies have no effect on the outcome. These traits are under the control of the docent, and if you have a bad relationship with your docent it may refuse to assist you… or simply lie about information that it obtains. However, if you treat your docent well it could serve as a useful ally. - - The origin of docents is a great mystery. House Cannith created the first warforged thirty years ago. But the docents come from the distant land of Xen’drik and appear to be thousands of years old. Were they created to interface with some other form of construct? Or are the modern warforged a new interpretation of an ancient design? The docents claim to have forgotten their creators… but this is a mystery waiting to be unraveled. While all docents come from Xen’drik, some have been brought to Khorvaire by explorers and it’s possible to encounter them in the Five Nations. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Eberron Dragonshard - W - 1 - - Eberron dragonshards are found in shallow soil, and often encased in geode-like stone shells. Eberron shards can be found almost anywhere, but the most significant deposits have been discovered in jungle environments, notably Q’barra and the distant land of Xen’drik. In their raw form, Eberron shards are rosy crystals with crimson swirls flowing their depths. - - Eberron shards are the most common form of dragonshard. They are primarily refined into a glowing powder. This dragonshard dust can be used to fuel almost any act of magic. When casting a spell, you can use dragonshard dust in place of any spell component that has a cost, unless the DM says otherwise. Dragonshard dust is used in the creation of magic items, and many powerful tools — such as the lightning rail and elemental airships — require an ongoing expenditure of Eberron dragonshards to maintain their enchantments. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Everbright Lantern - W - 1 - common - - An everbright lantern contains an Eberron dragonshard imbued with the effect of a continual flame spell. This bright light is mounted inside a normal bullseye lantern, allowing the light to be shuttered off. An everbright lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone, just like a mundane bullseye lantern, but its flame never goes out. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Feather Fall Token - W - 1 - common - - This small metal disk is inscribed with the image of a feather. While the token is in your possession, you can cast feather fall as a bonus action. A feather token only holds sufficient charge for a single use, after which it loses its power. While it’s an expensive form of insurance, frequent airship travelers and citizens of Sharn often appreciate the security it provides. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Fernian Ash Rod - W - 1 - common (requires attunement) - 2 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Fernian ash rod provides a +1 bonus when you roll damage for a spell that inflicts fire damage. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Fernian Ash Staff - W - 1 - common (requires attunement) - 4 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Fernian ash staff provides a +1 bonus when you roll damage for a spell that inflicts fire damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Fernian Ash Wand - W - 1 - common (requires attunement) - 1 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Fernian ash wand provides a +1 bonus when you roll damage for a spell that inflicts fire damage. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Fernian Basalt Orb of Shielding - W - 1 - common (requires attunement) - 3 - An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take fire damage, reduce it by 1d4. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - - Glamerweave - W - 1 - common - - Glamerweave clothing is imbued with cosmetic illusions. Traditionally, these patterns are contained within the cloth, but higher-end glamerweave can have more dramatic effects. You could have a gown that appears to be wreathed in flames, or a hat that’s orbited by illusory butterflies. Regardless of the design, these are cosmetic effects and have no impact on combat. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Inquisitive's Goggles - W - 1 - uncommon (requires attunement) - - The lenses of these goggles are carved from Siberys dragonshards. While garish in appearance, these goggles are a boon to any Tharashk inquisitive. To attune to the goggles, you must possess the Mark of Finding. As long as this condition is met, you gain the following benefits. - - You can add your Intuition die from the Hunter’s Intuition trait of the mark when you make Wisdom (Insight) checks. - - When you examine an object, you can make a Wisdom (Perception) check to identify the aura of the last living creature to touch the object. The DC is 13 + the number of days since the last contact occurred. If the check is successful, you learn the species of the creature and you can immediately use your Imprint Prey ability to target this creature. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Irian Quartz Orb of Shielding - W - 1 - common (requires attunement) - 3 - An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take radiant damage, reduce it by 1d4. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - - Irian Rosewood Rod - W - 1 - common (requires attunement) - 2 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - An Irian rosewood rod provides a +1 bonus when you roll damage for a spell that inflicts radiant damage. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Irian Rosewood Staff - W - 1 - common (requires attunement) - 4 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - An Irian rosewood staff provides a +1 bonus when you roll damage for a spell that inflicts radiant damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Irian Rosewood Wand - W - 1 - common (requires attunement) - 1 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - An Irian rosewood wand provides a +1 bonus when you roll damage for a spell that inflicts radiant damage. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Keycharm - W - 1 - uncommon - - This simple object plays a vital role in the work of House Kundarak. If you possess the Mark of Warding, when you cast alarm, arcane lock, glyph of warding, or similar abjuration effects, you can tie the effect to the keycharm. Whoever holds the keycharm is considered to the owner of this enchantment; they receive the notification from alarm, they can safely avoid a glyph, and they can deactivate any associated effect. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Khyber Dragobshard - W - 1 - - -Khyber dragonshards are found deep in the earth, often near layers of magma. These living crystals typically grow on cavern walls, and superstition says they flourish in areas with significant fiendish activity. Khyber dragonshards are deep blue or dark violet, laced with gleaming veins. - - Khyber dragonshards have a affinity for binding magics. Elemental binding — which is behind airships, the lightning rail, and elemental galleons — requires a Khyber shard to hold the elemental. Khyber shards are used for phylacteries, planar binding, any other effects that trap or manipulate spirits. Khyber dragonshards are also used for many necromantic rituals. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Kythrian Manchineel Rod - W - 1 - common (requires attunement) - 2 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Kythrian manchineel rod provides a +1 bonus when you roll damage for a spell that inflicts acid or poison damage. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Kythrian Manchineel Staff - W - 1 - common (requires attunement) - 4 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Kythrian manchineel staff provides a +1 bonus when you roll damage for a spell that inflicts acid or poison damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Kythrian Manchineel Wand - W - 1 - common (requires attunement) - 1 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Kythrian manchineel wand provides a +1 bonus when you roll damage for a spell that inflicts acid or poison damage. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Kythrian Skar Orb of Shielding - W - 1 - common (requires attunement) - 3 - An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take acid or poison damage, reduce it by 1d4. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - - Lamannian Flint Orb of Shielding - W - 1 - common (requires attunement) - 3 - An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take lightning or thunder damage, reduce it by 1d4. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - - Lamannian Oak Rod - W - 1 - common (requires attunement) - 2 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Lamannian oak rod provides a +1 bonus when you roll damage for a spell that inflicts lightning or thunder damage. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Lamannian Oak Staff - W - 1 - common (requires attunement) - 4 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Lamannian oak staff provides a +1 bonus when you roll damage for a spell that inflicts lightning or thunder damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Lamannian Oak Wand - W - 1 - common (requires attunement) - 1 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Lamannian oak wand provides a +1 bonus when you roll damage for a spell that inflicts lightning or thunder damage. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Mabara Ebony Rod - W - 1 - common (requires attunement) - 2 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Mabaran ebony rod provides a +1 bonus when you roll damage for a spell that inflicts necrotic damage. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Mabara Ebony Staff - W - 1 - common (requires attunement) - 4 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Mabaran ebony staff provides a +1 bonus when you roll damage for a spell that inflicts necrotic damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Mabara Ebony Wand - W - 1 - common (requires attunement) - 1 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Mabaran ebony wand provides a +1 bonus when you roll damage for a spell that inflicts necrotic damage. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Mabaran Obsidian Orb of Shielding - W - 1 - common (requires attunement) - 3 - An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take necrotic damage, reduce it by 1d4. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - - Mabaran Resonator - W - 1 - legendary (requires attunement) - - This horrific device draws on the power of Mabar, infusing the dead with the malign energies of the Endless Night. While it is active, any creature that dies within two miles of the resonator reanimates in one round as a zombie under the control of creature attuned to the device. At the DM’s discretion, more powerful creatures can return as other forms of undead. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Master's Call - W - 1 - legendary (requires attunement) - - While this looks like a scrap heap assembled from shattered constructs and wreckage from the Mournland, this eldritch machine possesses tremendous power. You gain the following benefits while you are attuned to the master’s call and within one mile of the device. - - •You can sense the presence and location of all warforged within ten miles. - - •You have advantage on any Charisma-based check made against a warforged. - - •While you are in contact with the master’s call, you can use an action to target a warforged within ten miles of the device. You can send a telepathic message of up to 25 words to the target. They must make a Wisdom saving throw, with a difficulty of 14 + your Intelligence modifier. On a failed save, the target is affected by a suggestion compelling them to follow your command. This effect doesn’t require concentration; it lasts for eight hours, until you choose to end it, or until the victim successfully fulfils the command, whichever comes first. You can control up to eight warforged at once using this effect. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Quori Beech Rod - W - 1 - common (requires attunement) - 2 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Quori beech rod provides a +1 bonus when you roll damage for a spell that inflicts psychic damage. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Quori Beech Staff - W - 1 - common (requires attunement) - 4 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Quori beech staff provides a +1 bonus when you roll damage for a spell that inflicts psychic damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Quori Beech Wand - W - 1 - common (requires attunement) - 1 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Quori beech wand provides a +1 bonus when you roll damage for a spell that inflicts psychic damage. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Quori Celestine Orb of Shielding - W - 1 - common (requires attunement) - 3 - An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take psychic damage, reduce it by 1d4. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - - Risian Pine Rod - W - 1 - common (requires attunement) - 2 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Risian pine rod provides a +1 bonus when you roll damage for a spell that inflicts cold damage. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Risian Pine Staff - W - 1 - common (requires attunement) - 4 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Risian pine staff provides a +1 bonus when you roll damage for a spell that inflicts cold damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Risian Pine Wand - W - 1 - common (requires attunement) - 1 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Risian pine wand provides a +1 bonus when you roll damage for a spell that inflicts cold damage. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Risian Shale Orb of Shielding - W - 1 - common (requires attunement) - 3 - An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take cold damage, reduce it by 1d4. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - - Scribe's Pen - W - 1 - common - - If you possess the Mark of Scribing, you can use this quill to write on any surface. This can be visible — traced in glowing mystical lines — or invisible to any creature without the Mark of Scribing. Invisible writing will be revealed by Detect Magic, See Invisibility, or True Seeing. Any creature with the Mark of Scribing can also reveal your writing or make it invisible as an action. If you mark a living creature, the mark will fade within a week. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Shavaran Birch Rod - W - 1 - common (requires attunement) - 2 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Shavaran birch rod provides a +1 bonus when you roll damage for a spell that inflicts force damage. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Shavaran Birch Staff - W - 1 - common (requires attunement) - 4 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Shavaran birch staff provides a +1 bonus when you roll damage for a spell that inflicts force damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Shavaran Birch Wand - W - 1 - common (requires attunement) - 1 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Shavaran birch wand provides a +1 bonus when you roll damage for a spell that inflicts force damage. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Shavaran Chert Orb of Shielding - W - 1 - common (requires attunement) - 3 - An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take force damage, reduce it by 1d4. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - - Shiftweave - W - 1 - common - - Transmutation magic is woven into the fabric of shiftweave clothing. When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. By taking an action and uttering a command word, you can transform your shiftweave outfit into one of the other designs contained within it. To determine the price of a suit of shiftweave, combine the value of all of the outfits it contains and add 25 gp to that amount. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Siberys Dragonshard - W - 1 - - Siberys dragonshards fall from the Ring of Siberys, the ring of crystals that encircles the world. While rare in Khorvaire, there are significant shard fields in the continent of Xen’drik, and this is a potential source of great wealth for explorers. Siberys dragonshards are amber in color, with swirling golding veins gleaming within. - - Siberys dragonshards have a close affinity to dragonmarks and are a vital part of any dragonmark focus item. Larger shards may be required for eldritch machines or used in the creation of legendary items or artifacts. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Speaking Stone - W - 1 - uncommon - - This specially enchanted stone allows an operator from House Sivis, bearing the Dragonmark of Scribing, to send a short message to any other speaking stone. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Spell Sink - W - 1 - legendary - - This device creates an antimagic field that covers a three-mile radius around the spell sink. The form that it takes will depend on the nature of its creator. The Ashbound druids despise unnatural magic, and if they create a spell sink it will be a living artifact — a twisted tree that consumes the mystical energies around it. Conversely, a mad artificer would create a massive vessel of dragonshards and exotic metals. It might be that the sole purpose of the device is to negate magic, or it could be that it is absorbing all magical energies in the area and storing that power for a cataclysmic effect! - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Spellshard - W - 1 - common - - A spellshard is a polished Eberron dragonshard, sized to fit into the palm of a hand. The shard is imbued with a particular work of literature. By holding the shard and concentrating, you can see its pages in your mind’s eye. Thinking of a particular phrase or topic will draw you to the first section that addresses it, and a simple ritual allows you to add content to the shard. - - An arcane caster can use a spellshard instead of a spellbook; the spellshard costs 1 gp per “page” in the shard, and otherwise functions as a mundane spellbook. Spellshards can also be used as diaries or journals. More advanced (and uncommon) shards can require a particular mental passphrase to access the contents of the shard. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Starburst Crystal - W - 1 - common (requires attunement) - - A starburst crystal allows you to amplify the power of an offensive cantrip. Using the crystal requires a bonus action. If you immediately follow this by casting a cantrip that requires a ranged attack roll and targets a single individual — such as fire bolt or eldritch blast — the spell creates a burst of energy that fills a five foot area. You don’t need to make an attack roll for the spell. Instead, your target makes a Dexterity saving throw. They suffer the full damage of the spell on a failed save, or half that damage if the save is successful. - - Once you’ve used this power, you cannot use it again until you take a short rest. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Storm Spire - W - 1 - legendary (requires attunement) - - This eldritch machine is a form of dragonmark focus item; you must have the Greater Mark of Storms to attune to this device. Storm spires allow House Lyrandar to influence the weather, which can be a boon for the local population or a curse if the Lyrandar baron chooses to demand payment for desired conditions. You gain the following benefits while you are attuned to a storm spire. - - •You can sense weather patterns within a 100-mile radius of the spire and accurately predict the weather for up to 24 hours. - - •While you are within 60 feet of the spire, you can use an action to cast any of the following spells: call lightning, gust of wind. You cast these as 5th level spells, and Intelligence is your spellcasting ability. - - •While you are within 5 feet of the spire, you can cast control weather as a ten-minute ritual. This allows you to pick a point within 100 miles of the spire and influence the weather within a 10-mile radius of that point. Maintaining this effect requires concentration. - - •You can also use an action to influence the weather within a ten-mile radius of the spire itself; you don’t have to use concentration to maintain this effect, and you can sustain this at the same time that you’re manipulating distant weather. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Wand Sheath - W - 1 - common (requires attunement by a warforged) - - A wand sheath is designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach a wand sheath by attuning to it. While the wand sheath is attached, it cannot be removed from you against your will. You can spend one minute to end the attunement and remove the wand sheath. - - You can insert a wand into the sheath as an action. While the wand is sheathed, you gain the following benefits - - You can retract the wand into your forearm or extend it from your forearm as a bonus action. While it is retracted, it cannot be damaged or removed. - - While the wand is extended, you can use it as if you were holding it, but your hand remains free for other actions. - - If the sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand only count as a single item for purposes of the maximum number of items you can be attuned to. If you remove the wand from the sheath, you immediately lose your attunement to the wand. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Wheel of Wind and Water - W - 1 - uncommon - - When mounted at the helm of an elemental galleon or airship, this allows a character who possesses the Mark of Storm to telepathically control the elemental bound into the vessel. - - If a wheel of wind and water is mounted on a mundane sailing ship, a character with the Mark of Storm can create an area of ideal conditions around the vessel, increasing its speed by 5 miles per hour. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Xorian Marble Orb of Shielding - W - 1 - common (requires attunement) - 3 - An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take psychic damage, reduce it by 1d4. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - - Xorian Wenge Rod - W - 1 - common (requires attunement) - 2 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Xorian wenge rod provides a +1 bonus when you roll damage for a spell that inflicts psychic damage. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Xorian Wenge Staff - W - 1 - common (requires attunement) - 4 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Xorian wenge staff provides a +1 bonus when you roll damage for a spell that inflicts psychic damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Wayfinder's Guide to Eberron, Chapter 5 - - - Xorian Wenge Wand - W - 1 - common (requires attunement) - 1 - Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. - - A Xorian wenge wand provides a +1 bonus when you roll damage for a spell that inflicts psychic damage. - - Source: Wayfinder's Guide to Eberron, Chapter 5 - + @@ -11403,3087 +4181,856 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Barbarian - - - - Primal Path: Path of the Ancestral Guardian - Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits, who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid. - Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits’ help, they can hinder their foes even as they strike powerful blows against them. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals. - - Source: Xanathar's Guide to Everything, p. 9 - - - - - - Primal Path: Path of the Battlerager - Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle. - - Source: Sword Coast Adventurer's Guide, p. 121 - - - - - - Restriction: Dwarves Only (Path of the Battlerager) - Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture. - Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM’s setting or your DM’s version of the Realms. - - Source: Sword Coast Adventurer's Guide, p. 121 - - - - - - Battlerager Armor (Path of the Battlerager) - When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon. - When you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls. - Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds. - - Source: Sword Coast Adventurer's Guide, p. 121 - - - - - - Primal Path: Path of the Storm Herald - All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform their rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects. - Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in elite lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts. - - Source: Xanathar's Guide to Everything, p. 10 - - - - - - Storm Aura (Path of the Storm Herald) - Starting at 3rd level, you emanate a stormy magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. - Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whatever you gain a level in this class. - if your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. - - Desert: When this affect is activated, all other creatures your aura take 2 fire damage each. The damage increases when you reach certain levels in his class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. - - Sea: When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level. - - Tundra: When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits try to inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. - - Source: Xanathar's Guide to Everything, p. 10 - - - - - - Variant: Spirit Seeker (Tree Ghost Tribe) (Path of the Totem Warrior) - Yours is a path that seeks attunement with the natural world, giving you a kinship with plants. At 3rd level when you adopt this path, you gain the ability to cast the speak with plants spell, but only as a ritual, as described in chapter 10. - - Source: Sword Coast Adventurer's Guide p. 120 - - - - - - Totem Spirit: Elk - While you’re raging and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift. - - Source: Sword Coast Adventurer's Guide, p. 141 - - - - - - Totem Spirit: Tiger - While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps. - - Source: Sword Coast Adventurer's Guide, p. 122 - - - - - - Primal Path: Path of the Zealot - Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power. - A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good. - - Source: Xanathar's Guide to Everything, p. 11 - - - - - - Divine Fury (Path of the Zealot) - Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature. - - Source: Xanathar's Guide to Everything, p. 11 - - - - - - Warrior of the Gods (Path of the Zealot) - At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you. - - Source: Xanathar's Guide to Everything, p. 11 - - - - - - Reckless Abandon (Path of the Battlerager) - Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left at the end of your rage. - - Source: Sword Coast Adventurer's Guide, p. 121 - - - - - - Storm Soul (Path of the Storm Herald) - At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura. - - Desert: You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire. - - Sea: You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet. - - Tundra: You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube. - - Source: Xanathar's Guide to Everything, p. 10 - - - - - - Aspect of the Beast: Elk - Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see chapter 8 in the Player’s Handbook for more information about travel pace). The elk spirit helps you roam far and fast. - - Source: Sword Coast Adventurer's Guide, p. 122 - - - - - - Aspect of the Beast: Tiger - You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts. - - Source: Sword Coast Adventurer's Guide, p. 122 - - - - - - Fanatical Focus (Path of the Zealot) - Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage. - - Source: Xanathar's Guide to Everything, p. 11 - - - - - - Battlerager Charge (Path of the Battlerager) - Beginning at 10th level, you can take the Dash action as a bonus action while you are raging. - - Source: Sword Coast Adventurer's Guide, p. 121 - - - - - - Shielding Storm (Path of the Storm Herald) - At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from, the Storm Soul feature while the creature is in your Storm Aura. - - Source: Xanathar's Guide to Everything, p. 10 - - - - - - Zealous Presence (Path of the Zealot) - At 10th level, you learn to channel divine power to inspire zealotry in others. As an action, you unleash a battle cry infused with divine energy. Up to 10 other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 11 - - - - - - Spiked Retribution (Path of the Battlerager) - Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren’t incapacitated, and are wearing spiked armor. - - Source: Sword Coast Adventurer's Guide, p. 121 - - - - - - Raging Storm (Path of the Storm Herald) - At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura. - - Desert: Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level. - - Sea: When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature is knocked prone, as if struck by a wave. - - Tundra: Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn as magical frost covers it. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - Source: Xanathar's Guide to Everything, p. 11 - - - - - - Totemic Attunement: Elk - While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + you proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier. - - Source: Sword Coast Adventurer's Guide, p. 122 - - - - - - Totemic Attunement: Tiger - While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller creature right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it. - - Source: Sword Coast Adventurer's Guide, p. 122 - - - - - - Rage Beyond Death (Path of the Zealot) - Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. - While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.. - - Source: Xanathar's Guide to Everything, p. 11 - - - - - Bard - - - - Bard College: College of Glamour - The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. - The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. The bards of this college are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors. - - Source: Xanathar's Guide to Everything, p. 14 - - - - - - Mantle of Inspiration (College of Glamour) - When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. - As a bonus action, you can expend a use of Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of allies you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. - The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level. - - Source: Xanathar's Guide to Everything, p. 14 - - - - - - Enthralling Performance (College of Glamour) - Starting at 3rd level, you can charge your performance with seductive, fey magic. - If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. - If a target succeeds on its save against this effect, the target has no hint that you tried to charm it. - Once you use this feature, you can’t use it again until you finish a short or long rest. - - Charmed: - • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - - • The charmer has advantage on any ability check to interact socially with the creature. - - Source: Xanathar's Guide to Everything, p. 14 - - - - - - Bard College: College of Swords - Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right. - Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks. - Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers. - - Source: Xanathar's Guide to Everything, p. 15 - - - - - - Bonus Proficiencies (College of Swords) - When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar. - If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells. - - Source: Xanathar's Guide to Everything, p. 15 - - - - - - Fighting Style (College of Swords) - At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again. - - Source: Xanathar's Guide to Everything, p. 15 - - - - - - Fighting Style: Dueling (College of Swords) - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - - Source: Xanathar's Guide to Everything, p. 15 - fighting style dueling - - - - - - Fighting Style: Two-Weapon Fighting (College of Swords) - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. - - Source: Xanathar's Guide to Everything, p. 15 - - - - - - Blade Flourish (College of Swords) - At 3rd level, you learn to perform impressive displays of martial prowess and speed. - Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn. - - Defensive Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.. - - Slashing Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die. - - Mobile Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - Source: Xanathar's Guide to Everything, p. 15 - - - - - - Bard College: College of Whispers - Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. - Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards’ reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power. - - Source: Xanathar's Guide to Everything, p. 16 - - - - - - Psychic Blades (College of Whispers) - When you join the College of Whispers at 3rd level, you gain the ability to magically make your weapon attacks toxic to a creature’s mind. - When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn. - The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level. - - Source: Xanathar's Guide to Everything, p. 16 - - - - - - Words of Terror (College of Whispers) - At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. - If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for one hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. - If the target succeeds on its save, the target has no hint that you tried to frighten it. - Once you use this feature, you can’t use it again until you finish a short rest or long rest. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - Source: Xanathar's Guide to Everything, p. 16 - - - - - - Mantle of Majesty (College of Glamour) - At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot. - Any creature charmed by you automatically fails its saving throw against the command you cast with this feature. - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 14 - - - - - - Extra Attack (College of Swords) - Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Xanathar's Guide to Everything, p. 15 - - - - - - Mantle of Whispers (College of Whispers) - At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest. - You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. - While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual aquaitance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. - Another creature can see through this disguise but succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check, You gain a +5 bonus to your check. - Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest. - - Source: Xanathar's Guide to Everything, p. 16 - - - - - - Unbreakable Majesty (College of Glamour) - At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. - In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn but it has disadvantage on any saving throw it makes against your spells on your next turn. - Once you assume this majestic presence, you can’t do so again until you finish a short or long rest. - - Source: Xanathar's Guide to Everything, p. 14 - - - - - - Master's Flourish (College of Swords) - Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die. - - Source: Xanathar's Guide to Everything, p. 15 - - - - - - Shadow Lore (College of Whispers) - At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears. - As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. - If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it. - The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. - When the effect ends, the creature has no understanding of why it held you in such fear. - Once you use this feature, you can’t use it again until you finish a long rest. - - Charmed: - • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - - • The charmer has advantage on any ability check to interact socially with the creature. - - Source: Xanathar's Guide to Everything, p. 16 - - - - - Cleric + Barbarian - - - Divine Domain: Arcana Domain - Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit. - The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk. - - Arcana Domain Spells: - At each indicated cleric level, add the listed spells to your spells prepared - - 1st — detect magic, magic missile - 3rd — magic weapon, Nystul’s magic aura - 5th — dispel magic, magic circle - 7th — arcane eye, Leomund’s secret chest - 9th — planar binding, teleportation circle - - Source: Sword Coast Adventurer's Guide, p. 125 - - - - - - Arcane Initiate (Arcana Domain) - When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips. - - Source: Sword Coast Adventurer's Guide, p. 125 - Arcana - - - - - - Divine Domain: Forge Domain - The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can transform from a lump of ore to a beautifully wrought object. Clerics of these deities quest to search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu. - - Forge Domain Spells - 1st — identify, searing smite - 3rd — heat metal, magic weapon - 5th — elemental weapon, protection from energy - 7th — fabricate, wall of fire - 9th — animate objects, creation - - Source: Xanathar's Guide to Everything, p. 18 - - - - - - Bonus Proficiency (Forge Domain) - When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools. - - Source: Xanathar's Guide to Everything, p. 19 - - - - - - Blessing of the Forge (Forge Domain) - At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 19 - - - - - - Divine Domain: Grave Domain - Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse’s workings. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due. - - Grave Domain Spells - 1st — bane, false life - 3rd — gentle repose, ray of enfeeblement - 5th — revivify, vampiric touch - 7th — blight, death ward - 9th — antilife shell, raise dead - - Source: Xanathar's Guide to Everything, p. 19 - - - - - - Circle of Mortality (Grave Domain) - At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. - In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action. - - Source: Xanathar's Guide to Everything, p. 20 - - - - - - Eyes of the Grave (Grave Domain) - At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity. - You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 20 - - - - - - Channel Divinity: Arcane Abjuration (Arcana Domain) - Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures. - As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. - A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. - After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold: - - Cleric level — Banishes Creature of CR: - 5th — 1/2 or lower - 8th — 1 or lower - 11th — 2 or lower - 14th — 3 or lower - 17th — 4 or lower - - Source: Sword Coast Adventurer's Guide, p. 125 - - - - - - Channel Divinity: Artisan's Blessing (Forge Domain) - Starting at 2nd level, you can use your Channel Divinity to create simple items. - You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools. or another metal object (see chapter 5, "Equipment," in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. - The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. - The ritual can create an exact duplicate of a nonmagical item that contains metal, such as a copy of a key, if you possess the original during the ritual. - - Source: Xanathar's Guide to Everything, p. 19 - - - - - - Channel Divinity: Path to the Grave (Grave Domain) - Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination. - As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn.. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of the attack’s damage, and then the curse ends. - - Source: Xanathar's Guide to Everything, p. 20 - - - - - - Spell Breaker (Arcana Domain) - Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell. - - Source: Sword Coast Adventurer's Guide, p. 126 - - - - - - Soul of the Forge (Forge Domain) - Starting at 6th level, your mastery of the forge grants you special abilities: - • You gain resistance to fire damage. - • While wearing heavy armor, you gain a +1 bonus to AC. - - Source: Xanathar's Guide to Everything, p. 19 - - - - - - Sentinel at Death's Door (Grave Domain) - At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. - You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 20 - - - - - - Potent Spellcasting (Arcana Domain) - Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. - - Source: Sword Coast Adventurer's Guide, p. 126 - - - - - - Divine Strike (Forge Domain) - At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8. - - Source: Xanathar's Guide to Everything, p. 19 - - - - - - Potent Spellcasting (Grave Domain) - Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. - - Source: Xanathar's Guide to Everything, p. 20 - - - - - - Arcane Mastery (Arcana Domain) - At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you. - - Source: Sword Coast Adventurer's Guide, p. 126 - - - - - - Saint of Forge and Fire (Forge Domain) - At 17th level, your blessed affinity with fire and metal becomes more powerful: - • You gain immunity to fire damage. - • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. - - Source: Xanathar's Guide to Everything, p. 19 - - - - - - Keeper of Souls (Grave Domain) - Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn. - - Source: Xanathar's Guide to Everything, p. 20 - - + + + Primal Path: Path of the Battlerager + Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle. + + Source: Sword Coast Adventurer's Guide, p. 121 + + + + + + Restriction: Dwarves Only (Path of the Battlerager) + Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture. + Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM’s setting or your DM’s version of the Realms. + + Source: Sword Coast Adventurer's Guide, p. 121 + + + + + + Battlerager Armor (Path of the Battlerager) + When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon. + When you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls. + Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds. + + Source: Sword Coast Adventurer's Guide, p. 121 + + + + + + Variant: Spirit Seeker (Tree Ghost Tribe) (Path of the Totem Warrior) + Yours is a path that seeks attunement with the natural world, giving you a kinship with plants. At 3rd level when you adopt this path, you gain the ability to cast the speak with plants spell, but only as a ritual, as described in chapter 10. + + Source: Sword Coast Adventurer's Guide p. 120 + + + + + + Totem Spirit: Elk + While you’re raging and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift. + + Source: Sword Coast Adventurer's Guide, p. 141 + + + + + + Totem Spirit: Tiger + While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps. + + Source: Sword Coast Adventurer's Guide, p. 122 + + + + + + Reckless Abandon (Path of the Battlerager) + Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left at the end of your rage. + + Source: Sword Coast Adventurer's Guide, p. 121 + + + + + + Aspect of the Beast: Elk + Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see chapter 8 in the Player’s Handbook for more information about travel pace). The elk spirit helps you roam far and fast. + + Source: Sword Coast Adventurer's Guide, p. 122 + + + + + + Aspect of the Beast: Tiger + You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts. + + Source: Sword Coast Adventurer's Guide, p. 122 + + + + + + Battlerager Charge (Path of the Battlerager) + Beginning at 10th level, you can take the Dash action as a bonus action while you are raging. + + Source: Sword Coast Adventurer's Guide, p. 121 + + + + + + + Spiked Retribution (Path of the Battlerager) + Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren’t incapacitated, and are wearing spiked armor. + + Source: Sword Coast Adventurer's Guide, p. 121 + + + + + + Totemic Attunement: Elk + While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + you proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier. + + Source: Sword Coast Adventurer's Guide, p. 122 + + + + + + Totemic Attunement: Tiger + While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller creature right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it. + + Source: Sword Coast Adventurer's Guide, p. 122 + + - Druid + Cleric - - - Druid Circle: Circle of Dreams - Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places where dream and reality blend together and where the weary can find rest. - - Source: Xanathar's Guide to Everything, p. 22 - - - - - - Balm of the Summer Court (Circle of Dreams) - At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. - As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. - You regain all expended dice when you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 22 - - - - - - Druid Circle: Circle of the Shepherd - Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. - Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them. - - Source: Xanathar's Guide to Everything, p. 23 - - - - - - Speech of the Woods (Circle of the Shepherd) - At 2nd level, you gain the ability to converse with beasts and many fey. - You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. - - Source: Xanathar's Guide to Everything, p. 23 - - - - - - Spirit Totem (Circle of the Shepherd) - Starting at 2nd level, you gain the ability to call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. - As a bonus action, you can move the spirit up to 60 feet to a point you can see. - The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest. - The effect of the spirit’s aura depends on the type of spirit you summon from the options below. - - Bear Spirit: The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura. - - Hawk Spirit: The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura. - - Unicorn Spirit: The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell with a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level. - - Source: Xanathar's Guide to Everything, p. 23 - - - - - - Hearth of Moonlight and Shadow (Circle of Dreams) - At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. - While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it. - The sphere vanishes at the end of the rest or when you leave the sphere. - - Source: Xanathar's Guide to Everything, p. 22 - - - - - - Mighty Summoner (Circle of the Shepherd) - Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits: - - • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has. - - • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. - - Source: Xanathar's Guide to Everything, p. 24 - - - - - - Hidden Paths (Circle of Dreams) - At 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. - You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 22 - - - - - - Guardian Spirit (Circle of the Shepherd) - Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level. - - Source: Xanathar's Guide to Everything, p. 24 - - - - - - Walker in Dreams (Circle of Dreams) - At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. - When you finish a short or long rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle. - This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted. - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 23 - - - - - - Faithful Summons (Circle of the Shepherd) - Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required). - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 24 - - + + + Divine Domain: Arcana Domain + Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit. + The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk. + + Arcana Domain Spells: + At each indicated cleric level, add the listed spells to your spells prepared + + 1st — detect magic, magic missile + 3rd — magic weapon, Nystul’s magic aura + 5th — dispel magic, magic circle + 7th — arcane eye, Leomund’s secret chest + 9th — planar binding, teleportation circle + + Source: Sword Coast Adventurer's Guide, p. 125 + + + + + Arcane Initiate (Arcana Domain) + When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips. + + Source: Sword Coast Adventurer's Guide, p. 125 + Arcana + + + + + Channel Divinity: Arcane Abjuration (Arcana Domain) + Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures. + As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. + A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. + After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold: + + Cleric level — Banishes Creature of CR: + 5th — 1/2 or lower + 8th — 1 or lower + 11th — 2 or lower + 14th — 3 or lower + 17th — 4 or lower + + Source: Sword Coast Adventurer's Guide, p. 125 + + + + + Spell Breaker (Arcana Domain) + Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell. + + Source: Sword Coast Adventurer's Guide, p. 126 + + + + + Potent Spellcasting (Arcana Domain) + Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. + + Source: Sword Coast Adventurer's Guide, p. 126 + + + + + Arcane Mastery (Arcana Domain) + At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you. + + Source: Sword Coast Adventurer's Guide, p. 126 + + - Fighter + Fighter - - - Martial Archetype: Arcane Archer - An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. - - Source: Xanathar's Guide to Everything, p. 28 - - - - - - Arcane Archer's Lore (Arcane Archer) - At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or druidcraft cantrip. - - Source: Xanathar's Guide to Everything, p. 28 - - - - - - Arcane Shot (Arcane Archer) - At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see the “Arcane Shot Options” below). - Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. - You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter. - - Source: Xanathar's Guide to Everything, p. 28 - - - - - - Martial Archetype: Cavalier - The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Drawn to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure. - - Source: Xanathar's Guide to Everything, p. 30 - - - - - - Bonus Proficiency (Cavalier) - When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. - - Source: Xanathar's Guide to Everything, p. 30 - - - - - - Born to the Saddle (Cavalier) - Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. - Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. - - Source: Xanathar's Guide to Everything, p. 30 - - - - - - Unwavering Mark (Cavalier) - Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. - While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you. - In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level. - Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 30 - - - - - - Martial Archetype: Purple Dragon Knight - Purple Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond the kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers. - A Purple Dragon Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. - A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had. - - Source: Sword Coast Adventurer's Guide, p. 128 - - - - - - Restriction: Knighthood (Purple Dragon Knight) - Purple Dragon Knights are tied to a specific order of Cormyrean knighthood. - Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than the Purple Dragon Knights. - - Source: Sword Coast Adventurer's Guide, p. 128 - - - - - - Rallying Cry (Purple Dragon Knight) - When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. - When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you. - - Source: Sword Coast Adventurer's Guide, p. 128 - - - - - - Martial Archetype: Samurai - The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting. - - Source: Xanathar's Guide to Everything, p. 31 - - - - - - Bonus Proficiency (Samurai) - When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. - - Source: Xanathar's Guide to Everything, p. 31 - - - - - - Fighting Spirit (Samurai) - Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of your current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. - You can use this feature three times, and you regain all expended uses of it when you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 31 - - - - - - Magic Arrow (Arcane Archer) - At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. - - Source: Xanathar's Guide to Everything, p. 28 - - - - - - Curving Shot (Arcane Archer) - At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. - - Source: Xanathar's Guide to Everything, p. 28 - - - - - - Arcane Shot Option (3rd) - You gain an additional Arcane Shot option. - - Source: Xanathar's Guide to Everything, p. 28 - - - - - - Warding Maneuver (Cavalier) - At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage. - You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 30 - - - - - - Royal Envoy (Purple Dragon Knight) - A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace. - At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. - Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature. - - Source: Sword Coast Adventurer's Guide, p. 128 - Persuasion - Persuasion+%0 - - - - - - Elegant Courtier (Samurai) - Starting at 7th level, your discipline and attention to detail allow you to excel in social situation. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. - Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). - - Source: Xanathar's Guide to Everything, p. 31 - wisdom - - - - - - Arcane Shot Option (4th) - You gain an additional Arcane Shot option. - - Source: Xanathar's Guide to Everything, p. 28 - - - - - - Hold the Line (Cavalier) - At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn. - - Source: Xanathar's Guide to Everything, p. 30 - - - - - - Inspiring Surge (Purple Dragon Knight) - Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. - Starting at 18th level, you can choose two allies within 60 feet of you, rather than one. - - Source: Sword Coast Adventurer's Guide, p. 128 - - - - - - Tireless Spirit (Samurai) - Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use. - - Source: Xanathar's Guide to Everything, p. 31 - - - - - - Arcane Shot Option (5th) - You gain an additional Arcane Shot option. - - Source: Xanathar's Guide to Everything, p. 28 - - - - - - Ever-Ready Shot (Arcane Archer) - Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it. - - Source: Xanathar's Guide to Everything, p. 28 - - - - - - Ferocious Charger (Cavalier) - Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC * + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - Source: Xanathar's Guide to Everything, p. 31 - - - - - - Bulwark (Purple Dragon Knight) - Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll. - - Source: Sword Coast Adventurer's Guide, p. 128 - - - - - - Rapid Strike (Samurai) - Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on the attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn. - - Source: Xanathar's Guide to Everything, p. 31 - - - - - - Arcane Shot Option (6th) - You gain an additional Arcane Shot option. - - Source: Xanathar's Guide to Everything, p. 28 - - - - - - Vigilant Defender (Cavalier) - Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make opportunity attacks, and you can’t use it on the same turn that you take your normal reaction. - - Source: Xanathar's Guide to Everything, p. 31 - - - - - - Strength Before Death (Samurai) - Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three deaths saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 31 - - + + + Martial Archetype: Purple Dragon Knight + Purple Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond the kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers. + A Purple Dragon Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. + A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had. + + Source: Sword Coast Adventurer's Guide, p. 128 + + + + + Restriction: Knighthood (Purple Dragon Knight) + Purple Dragon Knights are tied to a specific order of Cormyrean knighthood. + Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than the Purple Dragon Knights. + + Source: Sword Coast Adventurer's Guide, p. 128 + + + + + Rallying Cry (Purple Dragon Knight) + When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. + When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you. + + Source: Sword Coast Adventurer's Guide, p. 128 + + + + + Royal Envoy (Purple Dragon Knight) + A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace. + At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. + Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature. + + Source: Sword Coast Adventurer's Guide, p. 128 + Persuasion + Persuasion+%0 + + + + + Inspiring Surge (Purple Dragon Knight) + Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. + Starting at 18th level, you can choose two allies within 60 feet of you, rather than one. + + Source: Sword Coast Adventurer's Guide, p. 128 + + + + + Bulwark (Purple Dragon Knight) + Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll. + + Source: Sword Coast Adventurer's Guide, p. 128 + + - Monk + Monk - - - Monastic Tradition: Way of the Drunken Master - The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant but proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. - A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe. - - Source: Xanathar's Guide to Everything, p. 33 - - - - - - Drunken Technique (Way of the Drunken Master) - At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. - - Source: Xanathar's Guide to Everything, p. 34 - - - - - - Bonus Proficiencies (Way of the Drunken Master) - When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it. - - Source: Xanathar's Guide to Everything, p. 34 - - - - - - Monastic Tradition: Way of the Kensei - Monks of the Way of Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons. - A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study. - - Source: Xanathar's Guide to Everything, p. 34 - - - - - - Path of the Kensei (Way of the Kensei) - When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction on the deft strokes of calligraphy or painting. - You gain the following benefits: - - Kensei Weapons: Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above. - - Agile Parry: If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated. - - Kensei Shot: You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn. - - Way of the Brush: You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies. - - Source: Xanathar's Guide to Everything, p. 34 - - - - - - Monastic Tradition: Way of the Long Death - Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style. - - Source: Sword Coast Adventurer's Guide, p. 130 - - - - - - Touch of Death (Way of the Long Death) - Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier+your monk level (minimum of 1 temporary hit point). - - Source: Sword Coast Adventurer's Guide, p. 130 - - - - - - Monastic Tradition: Way of the Sun Soul - Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature. - - Source: Sword Coast Adventurer's Guide, p. 131 - Xanathar's Guide to Everything, p. 35 - - - - - - Radiant Sun Bolt (Way of the Sun Soul) - Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. - You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels — to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level. - When you use the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. - When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action. - - Source: Sword Coast Adventurer's Guide, p. 131 - Xanathar's Guide to Everything, p. 35 - - - - - - Tipsy Sway (Way of the Drunken Master) - Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits. - - Leap to Your Feet: When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed. - - Redirect Attack: When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. - - Source: Xanathar's Guide to Everything, p. 34 - - - - - - One with the Blade (Way of the Kensei) - At 6th level, you extend your ki into your kensei weapons, granting you the following benefits. - - Magic Kensei Weapons: Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - - Deft Strike: When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns. - - Source: Xanathar's Guide to Everything, p. 34 - - - - - - Hour of Reaping (Way of the Long Death) - At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - Source: Sword Coast Adventurer's Guide, p. 130 - - - - - - Searing Arc Strike (Way of the Sun Soul) - At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action. - You can spend additional ki points to cast burning hands as a higher level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level. - - Source: Sword Coast Adventurer's Guide, p. 131 - Xanathar's Guide to Everything, p. 35 - - - - - - Drunkard’s Luck (Way of the Drunken Master) - Starting at 11th level, you always seem to get a lucky bounce at just the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll. - - Source: Xanathar's Guide to Everything, p. 34 - - - - - - Sharpen the Blade (Way of the Kensei) - At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls. - - Source: Xanathar's Guide to Everything, p. 35 - - - - - - Mastery of Death (Way of the Long Death) - Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead. - - Source: Sword Coast Adventurer's Guide, p. 131 - - - - - - Searing Sunburst (Way of the Sun Soul) - At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. - Each creature in that 20-foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque. - You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6. - - Source: Sword Coast Adventurer's Guide, p. 131 - Xanathar's Guide to Everything, p. 35 - - - - - - Intoxicated Frenzy (Way of the Drunken Master) - At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn. - - Source: Xanathar's Guide to Everything, p. 34 - - - - - - Unerring Accuracy (Way of the Kensei) - At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns. - - Source: Xanathar's Guide to Everything, p. 35 - - - - - - Touch of the Long Death (Way of the Long Death) - Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one. - - Source: Sword Coast Adventurer's Guide, p. 131 - - - - - - Sun Shield (Way of the Sun Soul) - At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. - If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier. - - Source: Sword Coast Adventurer's Guide, p. 131 - Xanathar's Guide to Everything, p. 35 - - + + + Monastic Tradition: Way of the Long Death + Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style. + + Source: Sword Coast Adventurer's Guide, p. 130 + + + + + Touch of Death (Way of the Long Death) + Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier+your monk level (minimum of 1 temporary hit point). + + Source: Sword Coast Adventurer's Guide, p. 130 + + + + + Monastic Tradition: Way of the Sun Soul + Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature. + + Source: Sword Coast Adventurer's Guide, p. 131 + Xanathar's Guide to Everything, p. 35 + + + + + Radiant Sun Bolt (Way of the Sun Soul) + Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. + You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels — to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level. + When you use the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. + When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action. + + Source: Sword Coast Adventurer's Guide, p. 131 + Xanathar's Guide to Everything, p. 35 + + + + + Hour of Reaping (Way of the Long Death) + At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Sword Coast Adventurer's Guide, p. 130 + + + + + Searing Arc Strike (Way of the Sun Soul) + At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action. + You can spend additional ki points to cast burning hands as a higher level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level. + + Source: Sword Coast Adventurer's Guide, p. 131 + Xanathar's Guide to Everything, p. 35 + + + + + Mastery of Death (Way of the Long Death) + Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead. + + Source: Sword Coast Adventurer's Guide, p. 131 + + + + + Searing Sunburst (Way of the Sun Soul) + At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. + Each creature in that 20-foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque. + You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6. + + Source: Sword Coast Adventurer's Guide, p. 131 + Xanathar's Guide to Everything, p. 35 + + + + + Touch of the Long Death (Way of the Long Death) + Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one. + + Source: Sword Coast Adventurer's Guide, p. 131 + + + + + Sun Shield (Way of the Sun Soul) + At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. + If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier. + + Source: Sword Coast Adventurer's Guide, p. 131 + Xanathar's Guide to Everything, p. 35 + + - Paladin + Paladin - - - Sacred Oath: Oath of Conquest - The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. - Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness. - - Tenets of Conquest: A paladin who takes this oath has the tenets of conquest seared on the upper arm. - - Douse the Flame of Hope: It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire. - - Rule with an Iron Fist: Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow. - - Strength Above All: You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin. - - Oath Spells You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work. - 3rd — armor of Agathys, command - 5th — hold person, spiritual weapon - 9th — bestow curse, fear - 13th — dominate beast, stoneskin - 17th — cloudkill, dominate person. - - Source: Xanathar's Guide to Everything, p. 37 - - - - - - Channel Divinity: Conquering Presence (Oath of Conquest) - You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. - - Source: Xanathar's Guide to Everything, p. 38 - - - - - - Channel Divinity: Guided Strike (Oath of Conquest) - You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. - - Source: Xanathar's Guide to Everything, p. 38 - - - - - - Sacred Oath: Oath of Redemption - The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers. - While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption. - - Tenets of Redemption: - The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice. - - Peace: Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace. - - Innocence: All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path. - - Patience: Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish. - - Wisdom: Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just. - - Redemption Spells: - You gain oath spells at the paladin levels listed. - - 3rd — sanctuary, sleep - - 5th —calm emotions, hold person - - 9th — counterspell, hypnotic pattern - - 13th — Otiluke’s resilient sphere, stoneskin - - 17th — hold monster, wall of force - - Source: Xanathar's Guide to Everything, p. 38 - - - - - - Channel Divinity: Emissary of Peace (Oath of Redemption) - You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to the next Charisma (Persuasion) check you make within the next 10 minutes. - - Source: Xanathar's Guide to Everything, p. 39 - - - - - - Channel Divinity: Rebuke the Violent (Oath of Redemption) - You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful Save, it takes half as much damage. - - Source: Xanathar's Guide to Everything, p. 39 - - - - - - Sacred Oath: Oath of the Crown - The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order’s ranks. - - Tenets of the Crown: - The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets. - - Law: The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. - - Loyalty: Your word is your bond. Without loyalty, oaths and laws are meaningless. - - Courage: You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will? - - Responsibility: You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. - - Oath Spells: - You gain oath spells at the paladin levels listed. - - 3rd — command, compelled duel - 5th — warding bond, zone of truth - 9th — aura of vitality, spirit guardians - 13th — banishment, guardian of faith - 17th — circle of power, geas - - Source: Sword Coast Adventurer's Guide, p. 132 - - - - - - Channel Divinity: Champion Challenge (Oath of the Crown) - As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you. - - Source: Sword Coast Adventurer's Guide, p. 133 - - - - - - Channel Divinity: Turn the Tide (Oath of the Crown) - As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points. - - Source: Sword Coast Adventurer's Guide, p. 133 - - - - - - Aura of Conquest (Oath of Conquest) - Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura includes your space, extends 10 feet from you in every direction, but not through total cover. - If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. - At 18th level, the range of this aura increases to 30 feet. - - Source: Xanathar's Guide to Everything, p. 38 - - - - - - Aura of the Guardian (Oath of Redemption) - Starting at 7th level, you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way - At 18th level, the range of this aura increases to 30 feet. - - Source: Xanathar's Guide to Everything, p. 39 - - - - - - Divine Allegiance (Oath of the Crown) - Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way. - - Source: Sword Coast Adventurer's Guide, p. 133 - - - - - - Scornful Rebuke (Oath of Conquest) - Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated. - - Source: Xanathar's Guide to Everything, p. 38 - - - - - - Protective Spirit (Oath of Redemption) - Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated. - - Source: Xanathar's Guide to Everything, p. 39 - - - - - - Unyielding Spirit (Oath of the Crown) - Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned. - - Source: Sword Coast Adventurer's Guide, p. 133 - - - - - - Invincible Conqueror (Oath of Conquest) - At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute: - - • You have resistance to all damage. - - • When you take the Attack action on your turn, you can make one additional attack as part of that action. - - • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20. - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 38 - - - - - - Emissary of Redemption (Oath of Redemption) - At 20th level, you become an avatar of peace, which gives you two benefits: - - • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects). - - • Whenever a creature damages you, it takes radiant damage equal to half the amount you take from the attack. - If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 39 - - - - - - Exalted Champion (Oath of the Crown) - At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour: - - • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. - - • Your allies have advantage on death saving throws while within 30 feet of you. - - • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you. - - This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Sword Coast Adventurer's Guide, p. 133 - - + + + Sacred Oath: Oath of the Crown + The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order’s ranks. + + Tenets of the Crown: + The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets. + + Law: The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. + + Loyalty: Your word is your bond. Without loyalty, oaths and laws are meaningless. + + Courage: You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will? + + Responsibility: You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. + + Oath Spells: + You gain oath spells at the paladin levels listed. + + 3rd — command, compelled duel + 5th — warding bond, zone of truth + 9th — aura of vitality, spirit guardians + 13th — banishment, guardian of faith + 17th — circle of power, geas + + Source: Sword Coast Adventurer's Guide, p. 132 + + + + + + Channel Divinity: Champion Challenge (Oath of the Crown) + As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you. + + Source: Sword Coast Adventurer's Guide, p. 133 + + + + + + Channel Divinity: Turn the Tide (Oath of the Crown) + As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points. + + Source: Sword Coast Adventurer's Guide, p. 133 + + + + + + Divine Allegiance (Oath of the Crown) + Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way. + + Source: Sword Coast Adventurer's Guide, p. 133 + + + + + + Unyielding Spirit (Oath of the Crown) + Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned. + + Source: Sword Coast Adventurer's Guide, p. 133 + + + + + + Exalted Champion (Oath of the Crown) + At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour: + + • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. + + • Your allies have advantage on death saving throws while within 30 feet of you. + + • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you. + + This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Sword Coast Adventurer's Guide, p. 133 + + - Ranger + Rogue - - - Ranger Archetype: Gloom Stalker - Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. - - Source: Xanathar's Guide to Everything, p. 41 - - - - - - Gloom Stalker Magic (Gloom Stalker) - Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. - - 3rd—disguise self - 5th—rope trick - 9th—fear - 13th—greater invisibility - 17th—seeming - - Source: Xanathar's Guide to Everything, p. 42 - - - - - - Dread Ambusher (Gloom Stalker) - At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. - At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type. - - Source: Xanathar's Guide to Everything, p. 42 - - - - - - Umbral Sight (Gloom Stalker) - At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. - You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. - - Source: Xanathar's Guide to Everything, p. 42 - - - - - - Ranger Archetype: Horizon Walker - Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes. - - Source: Xanathar's Guide to Everything, p. 42 - - - - - - Horizon Walker Magic (Horizon Walker) - Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. - - 3rd — protection from evil and good - 5th — misty step - 9th — haste - 13th — banishment - 17th — teleportation circle - - Source: Xanathar's Guide to Everything, p. 42 - - - - - - Detect Portal (Horizon Walker) - At 3rd level, you gain the ability to magically sense the presence of planar portals. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. - Once you use this feature, you can’t use it again until you finish a short or long rest. - See the "Planar Travel" section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals. - - Source: Xanathar's Guide to Everything, p. 42 - - - - - - Planar Warrior (Horizon Walker) - At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. - As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. - - Source: Xanathar's Guide to Everything, p. 42 - - - - - - Ranger Archetype: Monster Slayer - You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. - - Source: Xanathar's Guide to Everything, p. 43 - - - - - - Monster Slayer Magic (Monster Slayer) - Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you but doesn’t count against the number of ranger spells you know. - - 3rd — protection from evil and good - 5th — zone of truth - 9th — magic circle - 13th — banishment - 17th — hold monster - - Source: Xanathar's Guide to Everything, p. 43 - - - - - - Hunter's Sense (Monster Slayer) - At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. - You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 43 - - - - - - Slayer's Prey (Monster Slayer) - Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. - This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. - - Source: Xanathar's Guide to Everything, p. 43 - - - - - - Iron Mind (Gloom Stalker) - By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). - - Source: Xanathar's Guide to Everything, p. 42 - Wisdom - - - - - - Ethereal Step (Horizon Walker) - At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest. - - Source: Xanathar's Guide to Everything, p. 43 - - - - - - Supernatural Defense (Monster Slayer) - At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll. - - Source: Xanathar's Guide to Everything, p. 43 - - - - - - Stalker's Flurry (Gloom Stalker) - At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action - - Source: Xanathar's Guide to Everything, p. 42 - - - - - - Distant Strike (Horizon Walker) - At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. - If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. - - Source: Xanathar's Guide to Everything, p. 43 - - - - - - Magic-User's Nemesis (Monster Slayer) - At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against you spell save DC, or its spell or teleport fails and is wasted. - Once you use this feature, you can’t use it again until you finish a short or long rest. - - Source: Xanathar's Guide to Everything, p. 43 - - - - - - Shadowy Dodge (Gloom Stalker) - Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. - - Source: Xanathar's Guide to Everything, p. 42 - - - - - - Spectral Defense (Horizon Walker) - At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn. - - Source: Xanathar's Guide to Everything, p. 43 - - - - - - Slayer’s Counter (Monster Slayer) - At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects. - - Source: Xanathar's Guide to Everything, p. 43 - - + + + Roguish Archetype: Mastermind + Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 46 + + + + + + Master of Intrigue (Mastermind) + When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. + Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 46 + + + + + + Master of Tactics (Mastermind) + Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 46 + + + + + + Roguish Archetype: Swashbuckler + You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts. While other warriors are brutes clad in heavy armor, your method of fighting looks more like performance. Duelists and pirates typically belong to this archetype. + A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 47 + + + + + + Fancy Footwork (Swashbuckler) + When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 47 + + + + + + Rakish Audacity (Swashbuckler) + Starting at 3rd level, your unmistakable confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. + You also gain an additional way to use your Sneak Attack: you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you + + Source: Sword Coast Adventurer's Guide, p. 136 + Xanathar's Guide to Everything, p. 47 + + + + + + Insightful Manipulator (Mastermind) + Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: + + • Intelligence score + • Wisdom score + • Charisma score + • Class levels (if any) + + At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 46 + + + + + + Panache (Swashbuckler) + At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. + If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. + If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Sword Coast Adventurer's Guide, p. 136 + Xanathar's Guide to Everything, p. 47 + + + + + + Misdirection (Mastermind) + Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 46 + + + + + + Elegant Maneuver (Swashbuckler) + Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. + + Source: Sword Coast Adventurer's Guide, p. 136 + Xanathar's Guide to Everything, p. 47 + + + + + + Soul of Deceit (Mastermind) + Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. + Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can’t be compelled to tell the truth by magic. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 46 + + + + + + Master Duelist (Swashbuckler) + Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest. + + Source: Sword Coast Adventurer's Guide, p. 136 + Xanathar's Guide to Everything, p. 47 + + - Rogue + Sorcerer - - - Roguish Archetype: Inquisitive - As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils. - - Source: Xanathar's Guide to Everything, p. 45 - - - - - - Ear for Deceit (Inquisitive) - When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to sense if a creature is lying, treat a roll of 7 or lower on the d20 as an 8. - - Source: Xanathar's Guide to Everything, p. 45 - - - - - - Eye for Detail (Inquisitive) - Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover and decipher clues. - - Source: Xanathar's Guide to Everything, p. 46 - - - - - - Insightful Fighting (Inquisitive) - At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that creature even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. - This benefit lasts for 1 minute or until you successfully use this feature against a different target. - - Source: Xanathar's Guide to Everything, p. 46 - - - - - - Roguish Archetype: Mastermind - Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures. - - Source: Sword Coast Adventurer's Guide, p. 135 - Xanathar's Guide to Everything, p. 46 - - - - - - Master of Intrigue (Mastermind) - When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. - Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language. - - Source: Sword Coast Adventurer's Guide, p. 135 - Xanathar's Guide to Everything, p. 46 - - - - - - Master of Tactics (Mastermind) - Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you. - - Source: Sword Coast Adventurer's Guide, p. 135 - Xanathar's Guide to Everything, p. 46 - - - - - - Roguish Archetype: Scout - You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world. - - Source: Xanathar's Guide to Everything, p. 47 - - - - - - Skirmisher (Scout) - Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. - - Source: Xanathar's Guide to Everything, p. 47 - - - - - - Survivalist (Scout) - When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. - - Source: Xanathar's Guide to Everything, p. 47 - nature, survival - Nature+%0 - survival + prof - - - - - - Roguish Archetype: Swashbuckler - You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts. While other warriors are brutes clad in heavy armor, your method of fighting looks more like performance. Duelists and pirates typically belong to this archetype. - A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. - - Source: Sword Coast Adventurer's Guide, p. 135 - Xanathar's Guide to Everything, p. 47 - - - - - - Fancy Footwork (Swashbuckler) - When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn. - - Source: Sword Coast Adventurer's Guide, p. 135 - Xanathar's Guide to Everything, p. 47 - - - - - - Rakish Audacity (Swashbuckler) - Starting at 3rd level, your unmistakable confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. - You also gain an additional way to use your Sneak Attack: you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you - - Source: Sword Coast Adventurer's Guide, p. 136 - Xanathar's Guide to Everything, p. 47 - - - - - - Steady Eye (Inquisitive) - Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn. - - Source: Xanathar's Guide to Everything, p. 46 - - - - - - Insightful Manipulator (Mastermind) - Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: - - • Intelligence score - • Wisdom score - • Charisma score - • Class levels (if any) - - At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any. - - Source: Sword Coast Adventurer's Guide, p. 135 - Xanathar's Guide to Everything, p. 46 - - - - - - Superior Mobility (Scout) - At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. - - Source: Xanathar's Guide to Everything, p. 47 - speed + 10 - - - - - - Panache (Swashbuckler) - At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. - If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. - If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. - - Charmed: - • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - - • The charmer has advantage on any ability check to interact socially with the creature. - - Source: Sword Coast Adventurer's Guide, p. 136 - Xanathar's Guide to Everything, p. 47 - - - - - - Unerring Eye (Inquisitive) - Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. - You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 46 - - - - - - Misdirection (Mastermind) - Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you. - - Source: Sword Coast Adventurer's Guide, p. 135 - Xanathar's Guide to Everything, p. 46 - - - - - - Ambush Master (Scout) - Starting at 13th level, you excel at leading ambushes and acting first in a fight. - You have advantage on initiative rolls. In addition, the first creature you hit during the first round of combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn. - - Source: Xanathar's Guide to Everything, p. 47 - - - - - - Elegant Maneuver (Swashbuckler) - Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. - - Source: Sword Coast Adventurer's Guide, p. 136 - Xanathar's Guide to Everything, p. 47 - - - - - - Eye for Weakness (Inquisitive) - At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6. - - Source: Xanathar's Guide to Everything, p. 46 - - - - - - Soul of Deceit (Mastermind) - Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. - Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can’t be compelled to tell the truth by magic. - - Source: Sword Coast Adventurer's Guide, p. 135 - Xanathar's Guide to Everything, p. 46 - - - - - - Sudden Strike (Scout) - Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn. - - Source: Xanathar's Guide to Everything, p. 47 - - - - - - Master Duelist (Swashbuckler) - Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest. - - Source: Sword Coast Adventurer's Guide, p. 136 - Xanathar's Guide to Everything, p. 47 - - + + + Sorcerous Origin: Storm Sorcery + Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn Whatever the case, the magic of the storm permeates your being. + Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 51 + + + + + + Wind Speaker (Storm Sorcery) + The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 52 + + + + + + Tempestuous Magic (Storm Sorcery) + Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 52 + + + + + + Heart of the Storm (Storm Sorcery) + At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 52 + + + + + + Storm Guide (Storm Sorcery) + At 6th level, you gain the ability to subtly control the weather around you. + If it is raining, you can use an action to cause the rain to stop falling in a 20-foot radius centered on you. You can end this effect as a bonus action. + If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 52 + + + + + + Storm's Fury (Storm Sorcery) + Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 52 + + + + + + Wind Soul (Storm Sorcery) + At 18th level, you gain immunity to lightning and thunder damage. + You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 52 + + - Sorcerer + Warlock - - - Sorcerous Origin: Divine Soul - Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. - A Divine Soul, with a natural magnetism, is seen as a threat to some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine. - In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations. - - Source: Xanathar's Guide to Everything, p. 50 - - - - - - Divine Magic (Divine Soul) - Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. - In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list. - - Affinity—Spell: - Good—cure wounds - Evil—inflict wounds - Law—bless - Chaos—bane - Neutrality—protection from evil and good - - Source: Xanathar's Guide to Everything, p. 50 - - - - - - Favored by the Gods (Divine Soul) - Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest. - - Source: Xanathar's Guide to Everything, p. 50 - - - - - - Sorcerous Origin: Shadow Magic - You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it. - The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the following table to create a unique quirk for your character. - - d6—Quirk: - 1—You are always icy cold to the touch. - - 2—When you are asleep, you don’t appear to breathe (though you must still breathe to survive). - - 3—You don’t seem to bleed, even when badly injured. - - 4—Your heart beats once per minute. This event sometimes surprises you. - - 5—You have trouble remembering that living creatures and corpses should be treated differently. - - 6—You blinked. Once. Last week. - - Source: Xanathar's Guide to Everything, p. 50 - - - - - - Eyes of the Dark (Shadow Magic) - Starting at 1st level, you have darkvision with a range of 120 feet. - When you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell. - - Source: Xanathar's Guide to Everything, p. 51 - - - - - - Strength of the Grave (Shadow Magic) - Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5+the damage taken). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. - After the saving throw succeeds, you can’t use this feature again until you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 51 - - - - - - Sorcerous Origin: Storm Sorcery - Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn Whatever the case, the magic of the storm permeates your being. - Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. - - Source: Sword Coast Adventurer's Guide, p. 137 - Xanathar's Guide to Everything p. 51 - - - - - - Wind Speaker (Storm Sorcery) - The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. - - Source: Sword Coast Adventurer's Guide, p. 137 - Xanathar's Guide to Everything p. 52 - - - - - - Tempestuous Magic (Storm Sorcery) - Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. - - Source: Sword Coast Adventurer's Guide, p. 137 - Xanathar's Guide to Everything p. 52 - - - - - - Empowered Healing (Divine Soul) - Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you roll dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn. - - Source: Xanathar's Guide to Everything, p. 50 - - - - - - Hound of Ill Omen (Shadow Magic) - At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics with the following changes: - - • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast. - - • It appears with a number of temporary hit points equal to half your sorcerer level. - - • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object. - - • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound. - - The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound makes opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet if the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes. - - Source: Xanathar's Guide to Everything, p. 51 - - - - - - Heart of the Storm (Storm Sorcery) - At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. - - Source: Sword Coast Adventurer's Guide, p. 137 - Xanathar's Guide to Everything p. 52 - - - - - - Storm Guide (Storm Sorcery) - At 6th level, you gain the ability to subtly control the weather around you. - If it is raining, you can use an action to cause the rain to stop falling in a 20-foot radius centered on you. You can end this effect as a bonus action. - If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind. - - Source: Sword Coast Adventurer's Guide, p. 137 - Xanathar's Guide to Everything p. 52 - - - - - - Otherworldly Wings (Divine Soul) - Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action. - The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality. - - Source: Xanathar's Guide to Everything, p. 50 - - - - - - Shadow Walk (Shadow Magic) - At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. - - Source: Xanathar's Guide to Everything, p. 51 - - - - - - Storm's Fury (Storm Sorcery) - Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. - - Source: Sword Coast Adventurer's Guide, p. 137 - Xanathar's Guide to Everything p. 52 - - - - - - Unearthly Recovery (Divine Soul) - At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 50 - - - - - - Umbral Form (Shadow Magic) - Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. - You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. - - Source: Xanathar's Guide to Everything, p. 51 - - - - - - Wind Soul (Storm Sorcery) - At 18th level, you gain immunity to lightning and thunder damage. - You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest. - - Source: Sword Coast Adventurer's Guide, p. 137 - Xanathar's Guide to Everything p. 52 - - + + + Otherworldly Patron: The Undying + Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus. + In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock’s Crypt, and Gilgeam, the God-King of Unther. + + Expanded Spell List: + The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + 1st — false life, ray of sickness + 2nd — blindness/deafness, silence + 3rd — feign death, speak with dead + 4th — aura of life, death ward + 5th — contagion, legend lore + + Source: Sword Coast Adventurer's Guide, p. 139 + + + + + + Among the Dead (The Undying) + Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease. + Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. + + Source: Sword Coast Adventurer's Guide, p. 139 + + + + + + Defy Death (The Undying) + Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Sword Coast Adventurer's Guide, p. 140 + + + + + + Undying Nature (The Undying) + Beginning at 10th level, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. + In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. + + Source: Sword Coast Adventurer's Guide, p. 140 + + + + + + Indestructible Life (The Undying) + When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Sword Coast Adventurer's Guide, p. 140 + + - Warlock + Wizard - - - Otherworldly Patron: The Celestial - Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, or unicorn or to another entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. - Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world. - - Expanded Spell List: - The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. - - 1st — cure wounds, guiding bolt - 2nd — flaming sphere, lesser restoration - 3rd — daylight, revivify - 4th — guardian of faith, wall of fire - 5th — flame strike, greater restoration. - - Source: Xanathar's Guide to Everything, p. 54 - - - - - - Bonus Cantrips (The Celestial) - At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. - - Source: Xanathar's Guide to Everything, p. 54 - - - - - - Healing Light (The Celestial) - At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. - As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. - Your pool regains all expended dice when you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 54 - - - - - - Otherworldly Patron: The Hexblade - You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, several of which have spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. - Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends. - - Expanded Spell List: - The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. - - 1st — shield, wrathful smite - 2nd — blur, branding smite - 3rd — blink, elemental weapon - 4th — phantasmal killer, staggering smite - 5th — Banishing smite, cone of cold - - Source: Xanathar's Guide to Everything, p. 55 - - - - - - Hexblade’s Curse (Hexblade) - Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: - - • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. - - • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. - - • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier. - - You can’t use this feature again until you finish a short or long rest. - - Source: Xanathar's Guide to Everything, p. 55 - - - - - - Hex Warrior (Hexblade) - At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. - The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type. - - Source: Xanathar's Guide to Everything, p. 55 - - - - - - Otherworldly Patron: The Undying - Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus. - In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock’s Crypt, and Gilgeam, the God-King of Unther. - - Expanded Spell List: - The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. - - 1st — false life, ray of sickness - 2nd — blindness/deafness, silence - 3rd — feign death, speak with dead - 4th — aura of life, death ward - 5th — contagion, legend lore - - Source: Sword Coast Adventurer's Guide, p. 139 - - - - - - Among the Dead (The Undying) - Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease. - Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. - - Source: Sword Coast Adventurer's Guide, p. 139 - - - - - - Radiant Soul (The Celestial) - Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets. - - Source: Xanathar's Guide to Everything, p. 55 - - - - - - Accursed Specter (Hexblade) - Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to attack equal to your Charisma modifier (minimum of +0). - The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. - Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 56 - - - - - - Defy Death (The Undying) - Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying. - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Sword Coast Adventurer's Guide, p. 140 - - - - - - Celestial Resilience (The Celestial) - Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier. - - Source: Xanathar's Guide to Everything, p. 55 - - - - - - Armor of Hexes (Hexblade) - At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. - - Source: Xanathar's Guide to Everything, p. 56 - - - - - - Undying Nature (The Undying) - Beginning at 10th level, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. - In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. - - Source: Sword Coast Adventurer's Guide, p. 140 - - - - - - Searing Vengeance (The Celestial) - Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up, if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn. - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 55 - - - - - - Master of Hexes (Hexblade) - Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature - - Source: Xanathar's Guide to Everything, p. 56 - - - - - - Indestructible Life (The Undying) - When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. - Once you use this feature, you can’t use it again until you finish a short or long rest. - - Source: Sword Coast Adventurer's Guide, p. 140 - - - - - Wizard + + + Arcane Tradition: Bladesinging + Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. + + Source: Sword Coast Adventurer's Guide, p. 141 + + - - - Arcane Tradition: Bladesinging - Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. - - Source: Sword Coast Adventurer's Guide, p. 141 - - - - - - Restriction: Elves Only (Bladesinging) - Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerûn, elves closely guard the secrets of bladesinging. - Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM’s setting or your DM’s version of the Realms. - - Source: Sword Coast Adventurer's Guide, p. 121 - - - - - - Training in War and Song (Bladesinging) - When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. - You also gain proficiency in the Performance skill if you don’t already have it. - - Source: Sword Coast Adventurer's Guide, p. 142 - Performance - - - - - - Bladesong (Bladesinging) - Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. - You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required). - While your bladesong is active, you gain the following benefits: - - • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). - • Your walking speed increases by 10 feet. - • You have advantage on Dexterity (Acrobatics) checks. - • You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). - - You can use this feature twice. You regain all expended uses of it when you finish a short or long rest. - - Source: Sword Coast Adventurer's Guide, p. 142 - - - - - - Channel Arcana: Arcane Abjuration (Arcana Domain) (Theurgy) - Starting at 2nd level, you can use your Channel Arcana to abjure otherworldly creatures. - As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. - A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. - After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold: - - Wizard level — Banishes Creature of CR: - 5th — 1/2 or lower - 8th — 1 or lower - 11th — 2 or lower - 14th — 3 or lower - 17th — 4 or lower - - Source: Sword Coast Adventurer's Guide, p. 125 - - - - - - Arcane Tradition: War Magic - A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for a wizard to bolster their own defenses. - Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any flimsy piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them. - In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: "What good is being able to throw a mighty fireball if I die before I can cast it?" - - Source: Xanathar's Guide to Everything, p. 59 - - - - - - Arcane Deflection (War Magic) - At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or fail a Constitution saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. - When you use this feature, you can’t cast spells other than cantrips until the end of your next turn. - - Source: Xanathar's Guide to Everything, p. 59 - - - - - - Tactical Wit (War Magic) - Starting at 2nd level, your ability to quickly assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. - - Source: Xanathar's Guide to Everything, p. 60 - - - - - - Extra Attack (Bladesinging) - Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Sword Coast Adventurer's Guide, p. 142 - - - - - - Arcane Initiate (Arcana Domain) (Theurgy) - You gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. - - Source: Sword Coast Adventurer's Guide, p. 125 - Arcana - - - - - - Power Surge (War Magic) - Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge. - You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge. - Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level. - - Source: Xanathar's Guide to Everything, p. 60 - - - - - - Song of Defense (Bladesinging) - Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell’s slot level. - - Source: Sword Coast Adventurer's Guide, p. 142 - - - - - - Spell Breaker (Arcana Domain) (Theurgy) - When you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell. - - Source: Sword Coast Adventurer's Guide, p. 126 - - - - - - Durable Magic (War Magic) - Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws. - - Source: Xanathar's Guide to Everything, p. 60 - - - - - - Song of Victory (Bladesinging) - Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active. - - Source: Sword Coast Adventurer's Guide, p. 142 - - - - - - Arcane Mastery (Arcana Domain) (Theurgy) - Choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. These spells are always prepared. - - Source: Sword Coast Adventurer's Guide, p. 126 - - - - - - Deflecting Shroud (War Magic) - At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level. - - Source: Xanathar's Guide to Everything, p. 60 - - + + + Restriction: Elves Only (Bladesinging) + Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerûn, elves closely guard the secrets of bladesinging. + Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM’s setting or your DM’s version of the Realms. + + Source: Sword Coast Adventurer's Guide, p. 121 + + + + + + Training in War and Song (Bladesinging) + When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. + You also gain proficiency in the Performance skill if you don’t already have it. + + Source: Sword Coast Adventurer's Guide, p. 142 + Performance + + + + + + Bladesong (Bladesinging) + Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. + You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required). + While your bladesong is active, you gain the following benefits: + + • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). + • Your walking speed increases by 10 feet. + • You have advantage on Dexterity (Acrobatics) checks. + • You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). + + You can use this feature twice. You regain all expended uses of it when you finish a short or long rest. + + Source: Sword Coast Adventurer's Guide, p. 142 + + + + + + Channel Arcana: Arcane Abjuration (Arcana Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Arcana to abjure otherworldly creatures. + As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. + A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. + After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold: + + Wizard level — Banishes Creature of CR: + 5th — 1/2 or lower + 8th — 1 or lower + 11th — 2 or lower + 14th — 3 or lower + 17th — 4 or lower + + Source: Sword Coast Adventurer's Guide, p. 125 + + + + + + Extra Attack (Bladesinging) + Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Sword Coast Adventurer's Guide, p. 142 + + + + + + Arcane Initiate (Arcana Domain) (Theurgy) + You gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. + + Source: Sword Coast Adventurer's Guide, p. 125 + Arcana + + + + + + Song of Defense (Bladesinging) + Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell’s slot level. + + Source: Sword Coast Adventurer's Guide, p. 142 + + + + + + Spell Breaker (Arcana Domain) (Theurgy) + When you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell. + + Source: Sword Coast Adventurer's Guide, p. 126 + + + + + + Song of Victory (Bladesinging) + Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active. + + Source: Sword Coast Adventurer's Guide, p. 142 + + + + + + Arcane Mastery (Arcana Domain) (Theurgy) + Choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. These spells are always prepared. + + Source: Sword Coast Adventurer's Guide, p. 126 + + - - Bountiful Luck - Halfling - Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor! - Whenever an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. - When you use this ability, you can't use your Lucky racial trait before the end of your next turn. - - Source: Xanathar's Guide to Everything, p. 73 - - - Dragon Fear (Charisma) - Dragonborn - When angered, you radiate menace. You gain the following benefits: - - • Increase your Charisma score by 1, up to a maximum of 20. - - • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. - - Source: Xanathar's Guide to Everything, p. 74 - charisma +1 - - - Dragon Fear (Constitution) - Dragonborn - When angered, you radiate menace. You gain the following benefits: - - • Increase your Constitution score by 1, up to a maximum of 20. - - • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. - - Source: Xanathar's Guide to Everything, p. 74 - constitution +1 - - - Dragon Fear (Strength) - Dragonborn - When angered, you radiate menace. You gain the following benefits: - - • Increase your Strength score by 1, up to a maximum of 20. - - • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. - - Source: Xanathar's Guide to Everything, p. 74 - strength +1 - - - Dragon Hide (Charisma) - Dragonborn - You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: - - • Increase your Charisma score by 1, up to a maximum of 20. - - • Your scales harden; while you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. - - • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. - - Source: Xanathar's Guide to Everything, p. 74 - charisma +1 - - - Dragon Hide (Constitution) - Dragonborn - You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: - - • Increase your Constitution score by 1, up to a maximum of 20. - - • Your scales harden; while you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. - - • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. - - Source: Xanathar's Guide to Everything, p. 74 - constitution +1 - - - Dragon Hide (Strength) - Dragonborn - You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: - - • Increase your Strength score by 1, up to a maximum of 20. - - • Your scales harden; while you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. - - • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. - - Source: Xanathar's Guide to Everything, p. 74 - strength +1 - - - Drow High Magic - Elf (drow) - You learn more of the spells typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells. - - Source: Xanathar's Guide to Everything, p. 74 - - - Dwarven Fortitude - Dwarf - You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: - - • Increase your Constitution score by 1, to a maximum of 20. - - • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). - - Source: Xanathar's Guide to Everything, p. 74 - constitution +1 - - - Elven Accuracy (Charisma) - Elf - The accuracy of elves is legendary, especially that of elf archers and spellcasters. You gain the following benefits: - - • Increase your Charisma score by 1, to a maximum of 20. - - • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. - - Source: Xanathar's Guide to Everything, p. 74 - charisma +1 - - - Elven Accuracy (Dexterity) - Elf - The accuracy of elves is legendary, especially that of elf archers and spellcasters. You gain the following benefits: - - • Increase your Dexterity score by 1, to a maximum of 20. - - • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. - - Source: Xanathar's Guide to Everything, p. 74 - dexterity +1 - - - Elven Accuracy (Intelligence) - Elf - The accuracy of elves is legendary, especially that of elf archers and spellcasters. You gain the following benefits: - - • Increase your Intelligence score by 1, to a maximum of 20. - - • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. - - Source: Xanathar's Guide to Everything, p. 74 - intelligence +1 - - - Elven Accuracy (Wisdom) - Elf - The accuracy of elves is legendary, especially that of elf archers and spellcasters. You gain the following benefits: - - • Increase your Wisdom score by 1, to a maximum of 20. - - • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. - - Source: Xanathar's Guide to Everything, p. 74 - wisdom +1 - - - Fade Away (Dexterity) - Gnome - You can draw on your magical heritage to escape danger. You gain the following benefits: - - • Increase your Dexterity score by 1, up to a maximum of 20. - - • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest. - - Source: Xanathar's Guide to Everything, p. 74 - dexterity +1 - - - Fade Away (Intelligence) - Gnome - You can draw on your magical heritage to escape danger. You gain the following benefits: - - • Increase your Intelligence score by 1, up to a maximum of 20. - - • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest. - - Source: Xanathar's Guide to Everything, p. 74 - intelligence +1 - - - Fey Teleportation (Charisma) - Elf (high) - Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits: - - • Increase your Intelligence score by 1, to a maximum of 20. - - • You learn to speak, read, and write Sylvan. - - • You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. - - Source: Xanathar's Guide to Everything, p. 74 - charisma +1 - - - Fey Teleportation (Intelligence) - Elf (high) - Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits: - - • Increase your Intelligence score by 1, to a maximum of 20. - - • You learn to speak, read, and write Sylvan. - - • You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. - - Source: Xanathar's Guide to Everything, p. 74 - intelligence +1 - - - Flames of Phlegethos (Charisma) - Tiefling - You learn to call on hellfire to serve your commands. You gain the following benefits: - - • Increase your Charisma score by 1, to a maximum of 20. - - • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. - - • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. - - Source: Xanathar's Guide to Everything, p. 74 - charisma +1 - - - Flames of Phlegethos (Intelligence) - Tiefling - You learn to call on hellfire to serve your commands. You gain the following benefits: - - • Increase your Intelligence score by 1, to a maximum of 20. - - • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. - - • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. - - Source: Xanathar's Guide to Everything, p. 74 - intelligence +1 - - - Infernal Constitution - Tiefling - Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits: - - • Increase your Constitution score by 1, up to a maximum of 20. - - • You have resistance to cold and poison damage. - - • You have advantage on saving throws against being poisoned. - - Source: Xanathar's Guide to Everything, p. 75 - constitution +1 - - - Orcish Fury (Constitution) - Half-Orc - Your fury burns tirelessly. You gain the following benefits: - - • Increase your Constitution score by 1, up to a maximum of 20. - - • When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest. - - • Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. - - Source: Xanathar's Guide to Everything, p. 75 - constitution +1 - - - Orcish Fury (Strength) - Half-Orc - Your fury burns tirelessly. You gain the following benefits: - - • Increase your Strength score by 1, up to a maximum of 20. - - • When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest. - - • Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. - - Source: Xanathar's Guide to Everything, p. 75 - strength +1 - - - Prodigy - Half-Elf or Human - You have a knack for learning new things. You gain the following benefits: - - • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. - - • Choose one skill in which you have proficiency. You gain expertise in that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefitting from a feature, such as Expertise, that doubles your proficiency bonus. - - Source: Xanathar's Guide to Everything, p. 75 - - - Second Chance (Charisma) - Halfling - Fortune favors you when someone tries to strike you. You gain the following benefits: - - • Increase your Charisma score by 1, to a maximum of 20. - - • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t do so again until you roll initiative at the start of combat or until you finish a short or long rest. - - Source: Xanathar's Guide to Everything, p. 75 - charisma +1 - - - Second Chance (Constitution) - Halfling - Fortune favors you when someone tries to strike you. You gain the following benefits: - - • Increase your Constitution score by 1, to a maximum of 20. - - • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t do so again until you roll initiative at the start of combat or until you finish a short or long rest. - - Source: Xanathar's Guide to Everything, p. 75 - constitution +1 - - - Second Chance (Dexterity) - Halfling - Fortune favors you when someone tries to strike you. You gain the following benefits: - - • Increase your Dexterity score by 1, to a maximum of 20. - - • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t do so again until you roll initiative at the start of combat or until you finish a short or long rest. - - Source: Xanathar's Guide to Everything, p. 75 - dexterity +1 - - - Squat Nimbleness (Dexterity) - Dwarf or a Small race - You are uncommonly nimble for your race. You gain the following benefits: - - • Increase your Dexterity score by 1, to a maximum of 20. - - • Increase your walking speed by 5 feet. - - • You gain proficiency in the Acrobatics or Athletics skill (your choice). - - • You have advantage on any Strength 9Athletics) or Dexterity (Acrobatics) check you makes to escape from being grappled. - - Source: Xanathar's Guide to Everything, p. 75 - dexterity +1 - speed + 5 - - - Squat Nimbleness (Strength) - Dwarf or a Small race - You are uncommonly nimble for your race. You gain the following benefits: - - • Increase your Strength score by 1, to a maximum of 20. - - • Increase your walking speed by 5 feet. - - • You gain proficiency in the Acrobatics or Athletics skill (your choice). - - • You have advantage on any Strength 9Athletics) or Dexterity (Acrobatics) check you makes to escape from being grappled. - - Source: Xanathar's Guide to Everything, p. 75 - strength +1 - speed + 5 - Svirfneblin Magic Gnome (deep gnome) @@ -14494,13 +5041,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Elemental Evil Player's Companion, p. 7 Mordenkainen's Tome of Foes, p. 114 - - Wood Elf Magic - Elf (wood) - You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells. - - Source: Xanathar's Guide to Everything, p. 75 - @@ -18772,21 +9312,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Princes of the Apocalypse, p. 233 3d8 - - Banishing Arrow - 1 - A - NO - - - - - Fighter (Arcane Archer) - You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. - After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it. - - Source: Xanathar's Guide to Everything, p. 29 - Beast Bond 1 @@ -18803,22 +9328,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Elemental Evil Player's Companion, p. 15 Princes of the Apocalypse, p. 233 - - Beguiling Arrow - 1 - EN - NO - - - - - Fighter (Arcane Archer) - Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. - The psychic damage increases to 4d6 when you reach 18th level in this class. - - Source: Xanathar's Guide to Everything, p. 29 - - + Bones of the Earth 6 T @@ -18856,21 +9366,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Sword Coast Adventurer's Guide, p. 142 1d8 - - Bursting Arrow - 1 - EV - NO - - - - - Fighter (Arcane Archer) - You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage. - The force damage increases to 4d6 when you reach 18th level in this class. - - Source: Xanathar's Guide to Everything, p. 29 - Catapult 1 @@ -18890,136 +9385,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Princes of the Apocalypse, p. 233 3d8 - - Catnap - 3 - EN - NO - - 30 feet - S, M (a pinch of sand) - 10 minutes - Bard, Rogue (Arcane Trickster), Sorcerer, Wizard - You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest. - - At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd. - - Source: Xanathar's Guide to Everything, p. 151 - - - Cause Fear - 1 - N - NO - - 60 feet - V - Concentration, up to 1 minute - Warlock, Wizard - You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. - - Source: Xanathar's Guide to Everything, p. 151 - - - Ceremony - 1 - A - YES - - Touch - V, S, M (25 gp worth of powdered silver, which the spell consumes) - Instantaneous - Cleric, Paladin - You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. - - Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. - - Bless Water: You touch one vial of water and cause it to become holy water. - - Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. - - Dedication: You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. - - Funeral Rite: You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell. - - Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed. - - Source: Xanathar's Guide to Everything, p. 151 - - - Ceremony (Ritual Only) - 1 - A - YES - - Touch - V, S, M (25 gp worth of powdered silver, which the spell consumes) - Instantaneous - Ritual Caster - You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. - - Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. - - Bless Water: You touch one vial of water and cause it to become holy water. - - Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. - - Dedication: You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. - - Funeral Rite: You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell. - - Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed. - - On spell lists: Cleric, Paladin - - Source: Xanathar's Guide to Everything, p. 151 - - - Chaos Bolt - 1 - EV - NO - - 120 feet - V, S - Instantaneous - Sorcerer - You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the type of damage, as shown below. - - 1 — Acid - 2 — Cold - 3 — Fire - 4 — Force - 5 — Lightning - 6 — Poison - 7 — Psychic - 8 — Thunder - - If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. - A creature can be targeted only once by this mass of chaotic energy. - At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above first. - - Source: Xanathar's Guide to Everything, p. 151 - 2d8 - - - Charm Monster - 4 - EN - NO - - 30 feet - V, S - 1 hour - Bard, Druid, Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard - You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you. - - At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. - - Source: Xanathar's Guide to Everything, p. 151 - Control Flames 0 @@ -19092,136 +9457,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Princes of the Apocalypse, p. 234 1d8 - - Create Homunculus - 6 - T - NO - - Touch - V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp) - Instantaneous - Wizard - While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell’s other components and touch them, transforming them into a special construct called a homunculus. - - The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means before then, except by the homunculus’s death. - - You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails. - - Source: Xanathar's Guide to Everything, p. 152 - - - Crown of Stars - 7 - EV - NO - - Self - V, S - 1 hour - Sorcerer, Warlock, Wizard - - Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. - - If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius. - - At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th. - - Source: Xanathar's Guide to Everything, p. 152 - - - Danse Macabre - 5 - N - NO - - 60 feet - V, S - Concentration, up to 1 hour - Warlock, Wizard - - Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. - - You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. - - The creatures are under your control until the spell ends, after which they become inanimate once more. - - At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th. - - Source: Xanathar's Guide to Everything, p. 153 - - - Dawn - 5 - EV - NO - - 60 feet - V, S, M (a sunburst pendant worth at least 100 gp) - Concentration, up to 1 minute - Cleric, Wizard - - The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. - - When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. - - If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. - - - - Source: Xanathar's Guide to Everything, p. 153 - - - Dragon’s Breath - 2 - T - NO - - Touch - V, S, M (a hot pepper) - Concentration, up to 1 minute - Sorcerer, Wizard - - You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. - - At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. - - - - Source: Xanathar's Guide to Everything, p. 154 - - - Druid Grove - 6 - A - NO - - Touch - V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon) - 24 hours - Druid - - You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. - - The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. - - The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled. - - Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air. - - Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds. - - Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible. - - Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area: - - A constant gust of wind in two locations of your choice - Spike growth in one location of your choice - Wind wall in two locations of your choice - To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless. - - Source: Xanathar's Guide to Everything, p. 154 - Dust Devil 2 @@ -19310,56 +9545,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Princes of the Apocalypse, p. 235 2d6 - - Enemies Abound - 3 - EN - NO - - 120 feet - V, S - Concentration, up to 1 minute - Bard, Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard - - You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. - - Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. - - Source: Xanathar's Guide to Everything, p. 155 - - - Enervation - 5 - N - NO - - 60 feet - V, S - Concentration, up to 1 minute - Sorcerer, Warlock, Wizard - A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. - - Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes. - - At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. - - Source: Xanathar's Guide to Everything, p. 155 - - - Enfeebling Arrow - 1 - N - NO - - - - - Fighter (Arcane Archer) - You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. - The necrotic damage increases to 4d6 when you reach 18th level in this class. - - Source: Xanathar's Guide to Everything, p. 29 - Erupting Earth 3 @@ -19379,44 +9564,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Princes of the Apocalypse, p. 235 3d12 - - Far Step - 5 - C - NO - - Self - V - Concentration, up to 1 minute - Sorcerer, Warlock, Wizard - You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again. - - - - Source: Xanathar's Guide to Everything, p. 155 - - - Find Greater Steed - 4 - C - NO - - 30 feet - V, S - Instantaneous - Paladin - You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. - - You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. - - The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. - - You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. - - Whenever the mount disappears, it leaves behind any objects it was wearing or carrying. - - Source: Xanathar's Guide to Everything, p. 156 - Flame Arrows 3 @@ -19457,21 +9604,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Princes of the Apocalypse, p. 236 1d6 - - Grasping Arrow - 1 - C - NO - - - - - Fighter (Arcane Archer) - When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. - The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class. - - Source: Xanathar's Guide to Everything, p. 29 - Greenflame Blade 0 @@ -19488,34 +9620,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Sword Coast Adventurer's Guide, p. 143 SPELL - - Guardian of Nature - 4 - T - NO - - Self - V - Concentration, up to 1 minute - Druid, Ranger - A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree. - - Primal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits: - - •Your walking speed increases by 10 feet. - You gain darkvision with a range of 120 feet. - •You make Strength-based attack rolls with advantage. - •Your melee weapon attacks deal an extra 1d6 force damage on a hit. - - Great Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits: - - •You gain 10 temporary hit points. - •You make Constitution saving throws with advantage. - •You make Dexterity- and Wisdom-based attack rolls with advantage. - •While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies. - - Source: Xanathar's Guide to Everything, p. 157 - Gust 0 @@ -19536,42 +9640,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Elemental Evil Player's Companion, p. 19 Princes of the Apocalypse, p. 236 - - Healing Spirit - 2 - C - NO - - 60 feet - V, S - Concentration, up to 1 minute - Druid, Ranger - You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). - - Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. - - As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see. - - At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. - - Source: Xanathar's Guide to Everything, p. 157 - - - Holy Weapon - 5 - EV - NO - - Touch - V, S - Concentration, up to 1 hour - Cleric, Paladin - You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. - - As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success. - - Source: Xanathar's Guide to Everything, p. 157 - Ice Knife 1 @@ -19594,26 +9662,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 1d10 2d6 - - Illusory Dragon - 8 - I - NO - - 120 feet - S - Concentration, up to 1 minute - Wizard - By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature. - - When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success. - - As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one. - - The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath. - - Source: Xanathar's Guide to Everything, p. 157 - Immolation 5 @@ -19636,48 +9684,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 7d6 3d6 - - Infernal Calling - 5 - C - NO - - 90 feet - V, S, M (a ruby worth at least 999 gp) - Concentration, up to 1 hour - Warlock, Wizard - Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends. - - The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics. - - On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command — such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen” — until it completes the activity, at which point it returns to you to report having done so. - - If your concentration ends before the spell reaches its full duration, the devil doesn’t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears. - - If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required. - - At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. - - Source: Xanathar's Guide to Everything, p. 158 - - - Infestation - 0 - C - NO - - 30 feet - V, S, M (a living flea) - Instantaneous - Druid, Sorcerer, Warlock, Wizard - You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move. - - The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). - - Source: Xanathar's Guide to Everything, p. 158 - 1d6 - 1d8 - Investiture of Flame 6 @@ -19786,36 +9792,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Princes of the Apocalypse, p. 238 2d10 - - Invulnerability - 9 - A - NO - - Self - V, S, M (a small piece of adamantine worth at least 500 gp, which the spell consumes) - Concentration, up to 10 minutes - Wizard - You are immune to all damage until the spell ends. - - Source: Xanathar's Guide to Everything, p. 160 - - - Life Transference - 3 - N - NO - - 30 feet - V, S - Instantaneous - Cleric, Wizard - You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. - - At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. - - Source: Xanathar's Guide to Everything, p. 160 - Lightning Lure 0 @@ -19832,22 +9808,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Sword Coast Adventurer's Guide, p. 143 1d8 - - Maddening Darkness - 8 - EV - NO - - 150 feet - V, M (a drop of pitch mixed with a drop of mercury) - Concentration, up to 10 minutes - Warlock, Wizard - Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area. - - Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. - - Source: Xanathar's Guide to Everything, p. 160 - Maelstrom 5 @@ -19886,28 +9846,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Princes of the Apocalypse, p. 238 1d6+SPELL - - Mass Polymorph - 9 - T - NO - - 120 feet - V, S, M (a caterpillar cocoon) - Concentration, up to 1 hour - Bard, Sorcerer, Wizard - 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 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 challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. - - Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. - - The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. - - The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment. - - Source: Xanathar's Guide to Everything, p. 160 - Maximilian’s Earthen Grasp 2 @@ -19957,66 +9895,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Princes of the Apocalypse, p. 238 2d6 - - Mental Prison - 6 - I - NO - - 60 feet - S - Concentration, up to 1 minute - Sorcerer, Warlock, Wizard - You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends. - - - - Source: Xanathar's Guide to Everything, p. 161 - - - Mighty Fortress - 8 - C - NO - - 1 mile - V, S, M (a diamond worth at least 500 gp, which the spell consumes) - Instantaneous - Wizard - A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises. - - The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall. - - A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress. - - A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell. - - The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion. - - After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground. - - Casting this spell on the same spot once every 7 days for a year makes the fortress permanent. - - Source: Xanathar's Guide to Everything, p. 161 - - - Mind Spike - 2 - D - NO - - 60 feet - S - Concentration, up to 1 hour - Sorcerer, Warlock, Wizard - You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. - - At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. - - - - Source: Xanathar's Guide to Everything, p. 162 - Mold Earth 0 @@ -20041,72 +9919,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Elemental Evil Player's Companion, p. 21 Princes of the Apocalypse, p. 238 - - Negative Energy Flood - 5 - N - NO - - 60 feet - V, M (a broken bone and a square of black silk) - Instantaneous - Warlock, Wizard - You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. - - If you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points. - - Source: Xanathar's Guide to Everything, p. 163 - - - Piercing Arrow - 1 - T - NO - - - - - Fighter (Arcane Archer) - You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. - The piercing damage increases to 2d6 when you reach 18th level in this class. - - Source: Xanathar's Guide to Everything, p. 29 - - - Power Word Pain - 7 - EN - NO - - 60 feet - V - Instantaneous - Sorcerer, Warlock, Wizard - You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. - - While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. - - A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends. - - Source: Xanathar's Guide to Everything, p. 163 - - - Primal Savagery - 0 - T - NO - - Self - S - Instantaneous - Druid - You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal. - - The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). - - Source: Xanathar's Guide to Everything, p. 163 - 1d10 - Primordial Ward 6 @@ -20127,24 +9939,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Elemental Evil Player's Companion, p. 21 Princes of the Apocalypse, p. 239 - - Psychic Scream - 9 - EN - NO - - 90 feet - S - Instantaneous - Bard, Sorcerer, Warlock, Wizard - You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. - - Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. - - A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends. - - Source: Xanathar's Guide to Everything, p. 163 - Pyrotechnics 2 @@ -20170,85 +9964,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Elemental Evil Player's Companion, p. 21 Princes of the Apocalypse, p. 239 - - Scatter - 6 - C - NO - - 30 feet - V - Instantaneous - Sorcerer, Warlock, Wizard - The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor. - - Source: Xanathar's Guide to Everything, p. 164 - - - Seeking Arrow - 1 - D - NO - - - - - Fighter (Arcane Archer) - Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. - The force damage increases to 2d6 when you reach 18th level in this class. - - Source: Xanathar's Guide to Everything, p. 29 - - - Shadow Arrow - 1 - I - NO - - - - - Fighter (Arcane Archer) - You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. - The psychic damage increases to 4d6 when you reach 18th level in this class. - - Source: Xanathar's Guide to Everything, p. 29 - - - Shadow Blade - 2 - I - NO - - Self - V, S - Concentration, up to 1 minute - Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard - 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 2d8 psychic 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. - - At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. - - Source: Xanathar's Guide to Everything, p. 164 - - - Shadow of Moil - 4 - N - NO - - Self - V, S, M (an undead eyeball encased in a gem worth at least 150 gp) - Concentration, up to 1 minute - Warlock - Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. - - Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage. - - - - Source: Xanathar's Guide to Everything, p. 164 - Shape Water 0 @@ -20275,38 +9990,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Elemental Evil Player's Companion, p. 21 Princes of the Apocalypse, p. 239 - - Sickening Radiance - 4 - EV - NO - - 120 feet - V, S - Concentration, up to 10 minutes - Fighter (Eldritch Knight), Sorcerer, Warlock, Wizard - Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends. - - When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends. - - Source: Xanathar's Guide to Everything, p. 164 - - - Skill Empowerment - 5 - T - NO - - Touch - V, S - Concentration, up to 1 hour - Bard, Sorcerer, Wizard - Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. - - You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus. - - Source: Xanathar's Guide to Everything, p. 165 - Skywrite 2 @@ -20341,28 +10024,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Elemental Evil Player's Companion, p. 22 Princes of the Apocalypse, p. 240 - - Snare - 1 - A - NO - - Touch - S, M (25 feet of rope, which the spell consumes) - 8 hours - Druid, Ranger, Wizard - As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. - - This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. - - The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. - - A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. - - After the trap is triggered, the spell ends when no creature is restrained by it. - - Source: Xanathar's Guide to Everything, p. 165 - Snilloc’s Snowball Swarm 2 @@ -20382,63 +10043,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Princes of the Apocalypse, p. 240 3d6 - - Soul Cage - 6 - N - NO - - 60 feet - V, S, M (a tiny silver cage worth 100 gp) - 8 hours - Warlock, Wizard - This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived. - - Steal Life: You can use a bonus action to drain vigor from the soul and regain 2d8 hit points. - - Query Soul: You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. - - Borrow Experience: You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost. - - Eyes of the Dead: You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses. - - A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged. - - - - Source: Xanathar's Guide to Everything, p. 165 - - - Spare the Dying (Grave Domain) - 0 - N - NO - - 30 feet - V, S - Instantaneous - Cleric (Grave) - You target a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. - - Source: Player's Handbook, p. 277 (spell) - Xanathar's Guide to Everything, p. 20 (class feature) - - - Steel Wind Strike - 5 - C - NO - - 30 feet - S, M (a melee weapon worth at least 1 sp) - Instantaneous - Ranger, Wizard - You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. - - You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. - - Source: Xanathar's Guide to Everything, p. 166 - Storm Sphere 4 @@ -20462,57 +10066,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 2d6 4d6 - - Summon Greater Demon - 4 - C - NO - - 60 feet - V, S, M (a vial of blood from a humanoid killed within the past 24 hours) - Concentration, up to 1 hour - Warlock, Wizard - You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends. - - Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. - - At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points. - - 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 demon can’t cross the circle or harm it, and it 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 5th level or higher, the challenge rating increases by 1 for each slot level above 4th. - - - - Source: Xanathar's Guide to Everything, p. 166 - - - Summon Lesser Demons - 3 - C - NO - - 60 feet - V, S, M (a vial of blood from a humanoid killed within the past 24 hours) - Concentration, up to 1 hour - Warlock, Wizard - You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears. - - d6 — 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 manes or 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. - - Source: Xanathar's Guide to Everything, p. 167 - Sword Burst 0 @@ -20529,112 +10082,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Sword Coast Adventurer's Guide, p. 143 1d6 - - Synaptic Static - 5 - EN - NO - - 120 feet - V, S - Instantaneous - Bard, Sorcerer, Warlock, Wizard - You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. - - After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. - - Source: Xanathar's Guide to Everything, p. 167 - - - Temple of the Gods - 7 - C - NO - - 120 feet - V, S, M (a holy symbol worth at least 5 gp) - 24 hours - Cleric - You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting. - - You make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door. - - The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild. - - The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll. - - In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells. - - Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point). - - The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly. - - Casting this spell on the same spot every day for a year makes this effect permanent. - - Source: Xanathar's Guide to Everything, p. 167 - - - Tenser's Transformation - 6 - T - NO - - Self - V, S, M (a few hairs from a bull) - Concentration, up to 10 minutes - Wizard - You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits: - - • You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost. - - • You have advantage on attack rolls that you make with simple and martial weapons. - - • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage. - - • You have proficiency with all armor, shields, simple weapons, and martial weapons. - - • You have proficiency in Strength and Constitution saving throws. - - • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. - - Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. - - Exhaustion: - Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. - - Level — Effect: - 1 —Disadvantage on ability checks - 2 —Speed halved - 3 —Disadvantage on attack rolls and saving throws - 4 —Hit point maximum halved - 5 —Speed reduced to 0 - 6 —Death - - If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description. - A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. - An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. - Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. - - Source: Xanathar's Guide to Everything, p. 168 - - - Thunder Step - 3 - C - NO - - 90 feet - V - Instantaneous - Sorcerer, Warlock, Wizard - You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. - - You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. - - At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. - - Source: Xanathar's Guide to Everything, p. 168 - Thunderclap 0 @@ -20678,44 +10125,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Princes of the Apocalypse, p. 240 4d8 - - Tiny Servant - 3 - T - NO - - Touch - V, S - 8 hours - Wizard - 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 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. - - Source: Xanathar's Guide to Everything, p. 168 - - - Toll the Dead - 0 - N - NO - - 60 feet - V, S - Instantaneous - Cleric, Warlock, Wizard - You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. - - The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). - - Source: Xanathar's Guide to Everything, p. 169 - 1d8 - 1d12 - Transmute Rock 5 @@ -20768,30 +10177,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 10d4 5d4 - - Wall of Light - 5 - EV - NO - - 120 feet - V, S, M (a hand mirror) - Concentration, up to 10 minutes - Sorcerer, Warlock, Wizard - A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. - - When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. - - A creature that ends its turn in the wall’s area takes 4d8 radiant damage. - - Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends. - - At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. - - - - Source: Xanathar's Guide to Everything, p. 170 - Wall of Sand 3 @@ -20932,278 +10317,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Princes of the Apocalypse, p. 242 10d6 - - Word of Radiance - 0 - EV - NO - - 5 feet - V, M (a holy symbol) - Instantaneous - Cleric - You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. - - The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). - - Source: Xanathar's Guide to Everything, p. 171 - - - Wrath of Nature - 5 - EV - NO - - 120 feet - V, S - Concentration, up to 1 minute - Druid, Ranger - You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends. - - Grasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies. - - Trees: At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches. - - Roots and Vines: At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success. - - Rock:. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone. - - Source: Xanathar's Guide to Everything, p. 171 - - - Zephyr Strike - 1 - T - NO - - Self - V - Concentration, up to 1 minute - Ranger - You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks. - - Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. - - Source: Xanathar's Guide to Everything, p. 171 - - - Invocation: Aspect of the Moon - 0 - NO - - - - - Eldritch Invocations - Prerequisite: Pact of the Tome feature - - You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch. - - Source: Xanathar's Guide to Everything, p. 56 - - - Invocation: Cloak of Flies - 0 - NO - - - - - Eldritch Invocations - Prerequisite: 5th level - - As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it with a bonus action. - The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage). - Once you use this invocation, you can’t use it again until you finish a short or long rest. - - Source: Xanathar's Guide to Everything, p. 56 - - - Invocation: Eldritch Smite - 0 - NO - - - - - Eldritch Invocations - Prerequisite: 5th level, Pact of the Blade feature - - Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller. - - Source: Xanathar's Guide to Everything, p. 56 - - - Invocation: Ghostly Gaze - 0 - NO - - - - - Eldritch Invocations - Prerequisite: 7th level - - As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. - Once you use this invocation, you can’t use it again until you finish a short or long rest. - - Source: Xanathar's Guide to Everything, p. 56 - - - Invocation: Gift of the Depths - 0 - NO - - - - - Eldritch Invocations - Prerequisite: 5th level - - You can breathe underwater, and you gain a swimming speed equal to your walking speed. - You can also cast waterbreathing once without expending a spell slot. You regain the ability to do so when you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 57 - - - Invocation: Gift of the Ever-Living Ones - 0 - NO - - - - - Eldritch Invocations - Prerequisite: Pact of the Chain feature - - Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you. - - Source: Xanathar's Guide to Everything, p. 57 - - - Invocation: Grasp of Hadar - 0 - NO - - - - - Eldritch Invocations - Prerequisite: eldritch blast cantrip - - Once during your turn when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to you. - - Source: Xanathar's Guide to Everything, p. 57 - - - Invocation: Improved Pact Weapon - 0 - NO - - - - - Eldritch Invocations - Prerequisite: Pact of the Blade feature - - You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. - In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. - Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. - - Source: Xanathar's Guide to Everything, p. 57 - - - Invocation: Lance of Lethargy - 0 - NO - - - - - Eldritch Invocations - Prerequisite: eldritch blast cantrip - - Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn. - - Source: Xanathar's Guide to Everything, p. 57 - - - Invocation: Maddening Hex - 0 - NO - - - - - Eldritch Invocations - Prerequisite: 5th level, hex spell or a warlock feature that curses - - As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you. - - Source: Xanathar's Guide to Everything, p. 57 - - - Invocation: Relentless Hex - 0 - NO - - - - - Eldritch Invocations - Prerequisite: 7th level, hex spell or a warlock feature that curses - - Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target. - - Source: Xanathar's Guide to Everything, p. 57 - - - Invocation: Shroud of Shadow - 0 - NO - - - - - Eldritch Invocations - Prerequisite: 15th level - - You can cast invisibility at will, without expending a spell slot. - - Source: Xanathar's Guide to Everything, p. 57 - - - Invocation: Tomb of Levistus - 0 - NO - - - - - Eldritch Invocations - Prerequisite: 5th level - - As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take this damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. - Once you use this invocation, you can’t use it again until you finish a short or long rest. - - Source: Xanathar's Guide to Everything, p. 57 - - - Invocation: Trickster's Escape - 0 - NO - - - - - Eldritch Invocations - Prerequisite: 7th level - - You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 57 - - + Aarakocra @@ -34518,60 +23632,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Hound of Ill Omen - M - monstrosity - unaligned - 14 (natural armor) - 37 (5d10+10) - 50 ft. - 1715153127 - - Perception +3, Stealth +4 - - - - - - 13 - - 1 - - Source - Xanathar's Guide to Everything, p. 51 - - - Keen Hearing and Smell - The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - - Pack Tactics - The hound has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated. - - - Shadowy Form - The Hound of Ill Omen can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object. - - - Relentless Tracker - When summoned, the Hound of Ill Omen targets one creature you can see. At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound. - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - Bite|5|2d6+3 - - - - Howler L @@ -48757,37 +37817,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The divine word - - Tiny Servant - T - construct - unaligned - 15 (natural armor) - 10 (4d4) - 30 ft., climb 30 ft. - 416102101 - - - - - poison, psychic - blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned - blindsight 60 ft. (blind beyond this radius) - 10 - - 0 - - Source - Xanathar's Guide to Everything, p. 169 - - - Slam - Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) bludgeoning damage. - Slam|5|1d4+3 - - - - Titivilus M diff --git a/FightClub5eXML/Sources/WayfindersGuideToEberron.xml b/FightClub5eXML/Sources/WayfindersGuideToEberron.xml new file mode 100644 index 0000000..823e01f --- /dev/null +++ b/FightClub5eXML/Sources/WayfindersGuideToEberron.xml @@ -0,0 +1,6216 @@ + + + + + Armblade Battleaxe + M + 1 + common (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + 10 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + + + Armblade Battleaxe +1 + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Armblade Battleaxe +2 + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + S + M,V + + + + Armblade Battleaxe +3 + M + 1 + very rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Battleaxe of Warning + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + + + Armblade Berserker Battleaxe + M + 1 + rare, cursed (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. + + Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. + Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 155 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Armblade Berserker Handaxe + M + 1 + rare, cursed (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. + + Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. + Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 155 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +1 + weapon damage +1 + 1d6 + + S + L,T + 20/60 + + + Armblade Club + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + 0.1 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + B + L + + + + Armblade Club +1 + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d4 + + B + L + + + + Armblade Club +2 + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d4 + + B + L + + + + Armblade Club +3 + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d4 + + B + L + + + + Armblade Club of Warning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + B + L + + + + Armblade Dagger + M + 1 + common (requires attunement by a warforged) + 1 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + 2 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + P + F,L,T + 20/60 + + + Armblade Dagger +1 + M + 1 + uncommon (requires attunement by a warforged) + 1 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +1 + weapon damage +1 + 1d4 + + P + F,L,T + 20/60 + + + Armblade Dagger +2 + M + 1 + rare (requires attunement by a warforged) + 1 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +2 + weapon damage +2 + 1d4 + + P + F,L,T + 20/60 + + + Armblade Dagger +3 + M + 1 + very rare (requires attunement by a warforged) + 1 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +3 + weapon damage +3 + 1d4 + + P + F,L,T + 20/60 + + + Armblade Dagger of Venom + M + 1 + rare (requires attunement by a warforged) + 1 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 161 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +1 + weapon damage +1 + 1d4 + + P + F,L,T + 20/60 + 2d10 + + + Armblade Dagger of Warning + M + 1 + uncommon (requires attunement by a warforged) + 1 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + P + F,L,T + 20/60 + + + Armblade Dancing Longsword + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. + While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. + After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 161 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + + + Armblade Dancing Rapier + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. + While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. + After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 161 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M,F + + + + Armblade Dancing Scimitar + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. + While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. + After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 161 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + M,F,L + + + + Armblade Dancing Shortsword + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. + While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. + After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 161 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + M,F,L + + + + Armblade Defender Longsword + M + 1 + legendary (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +3 bonus to attack and damage rolls made with this magic weapon. + The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 164 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Defender Rapier + M + 1 + legendary (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +3 bonus to attack and damage rolls made with this magic weapon. + The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 164 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + + P + M,F + + + + Armblade Defender Scimitar + M + 1 + legendary (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +3 bonus to attack and damage rolls made with this magic weapon. + The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 164 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d6 + + S + M,F,L + + + + Armblade Defender Shortsword + M + 1 + legendary (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +3 bonus to attack and damage rolls made with this magic weapon. + The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 164 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d6 + + P + M,F,L + + + + Armblade Dragon Slayer Longsword + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 166 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + 3d6 + + + Armblade Dragon Slayer Rapier + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 166 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + + P + M,F + + 3d6 + + + Armblade Dragon Slayer Scimitar + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 166 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d6 + + S + M,F,L + + 3d6 + + + Armblade Dragon Slayer Shortsword + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 166 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d6 + + P + M,F,L + + 3d6 + + + Armblade Flail + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Proficiency: martial, flail + 10 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + B + M, + + + + Armblade Flail +1 + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, flail + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + + B + M, + + + + Armblade Flail +2 + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, flail + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d8 + + B + M, + + + + Armblade Flail +3 + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, flail + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + + B + M, + + + + Armblade Flail of Warning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Proficiency: martial, flail + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + B + M, + + + + Armblade Flame Tongue Longsword + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 170 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Armblade Flame Tongue Rapier + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 170 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M,F + + 2d6 + + + Armblade Flame Tongue Scimitar + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 170 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + M,F,L + + 2d6 + + + Armblade Flame Tongue Shortsword + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 170 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + M,F,L + + 2d6 + + + Armblade Frost Brand Longsword + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. + In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 171 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + 1d6 + + + Armblade Frost Brand Rapier + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. + In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 171 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M,F + + 1d6 + + + Armblade Frost Brand Scimitar + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. + In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 171 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + M,F,L + + 1d6 + + + Armblade Frost Brand Shortsword + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. + In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 171 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + M,F,L + + 1d6 + + + Armblade Giant Slayer Battleaxe + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 172 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Armblade Giant Slayer Handaxe + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 172 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +1 + weapon damage +1 + 1d6 + + S + L,T + 20/60 + 2d6 + + + Armblade Giant Slayer Longsword + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 172 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Armblade Giant Slayer Rapier + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 172 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + + P + M,F + + 2d6 + + + Armblade Giant Slayer Scimitar + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 172 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d6 + + S + M,F,L + + 2d6 + + + Armblade Giant Slayer Shortsword + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 172 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + M,F,L + + 2d6 + + + Armblade Handaxe + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + 5 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + L,T + 20/60 + + + Armblade Handaxe +1 + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +1 + weapon damage +1 + 1d6 + + S + L,T + 20/60 + + + Armblade Handaxe +2 + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +2 + weapon damage +2 + 1d6 + + S + L,T + 20/60 + + + Armblade Handaxe +3 + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +3 + weapon damage +3 + 1d6 + + S + L,T + 20/60 + + + Armblade Handaxe of Warning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + L,T + 20/60 + + + Armblade Holy Avenger Longsword + M + 1 + legendary (requires attunement by a warforged paladin) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. + While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 174 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + 2d10 + + + Armblade Holy Avenger Rapier + M + 1 + legendary (requires attunement by a warforged paladin) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. + While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 174 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + + P + M,F + + 2d10 + + + Armblade Holy Avenger Scimitar + M + 1 + legendary (requires attunement by a warforged paladin) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. + While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 174 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d6 + + S + M,F,L + + 2d10 + + + Armblade Holy Avenger Shortsword + M + 1 + legendary (requires attunement by a warforged paladin) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. + While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 174 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d6 + + P + M,F,L + + 2d10 + + + Armblade Javelin + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + 0.5 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + T + 30/120 + + + Armblade Javelin +1 + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +1 + weapon damage +1 + 1d6 + + P + T + 30/120 + + + Armblade Javelin +2 + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +2 + weapon damage +2 + 1d6 + + P + T + 30/120 + + + Armblade Javelin +3 + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +3 + weapon damage +3 + 1d6 + + P + T + 30/120 + + + Armblade Javelin of Backbiting + M + 1 + very rare, cursed (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. + Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. + Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Tales from the Yawning Portal, p. 229 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d6 + + P + T + 60/150 + + + Armblade Javelin of Lightning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. + The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 178 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + T + 30/120 + 4d6 + + + Armblade Javelin of Warning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + T + 30/120 + + + Armblade Lance + M + 1 + common (requires attunement by a warforged) + 6 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + 10 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d12 + + P + M,R,S + + + + Armblade Lance +1 + M + 1 + uncommon (requires attunement by a warforged) + 6 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d12 + + P + M,R,S + + + + Armblade Lance +2 + M + 1 + rare (requires attunement by a warforged) + 6 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d12 + + P + M,R,S + + + + Armblade Lance +3 + M + 1 + very rare (requires attunement by a warforged) + 6 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d12 + + P + M,R,S + + + + Armblade Lance of Warning + M + 1 + uncommon (requires attunement by a warforged) + 6 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d12 + + P + M,R,S + + + + Armblade Light Hammer + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + 2 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + B + L,T + 20/60 + + + Armblade Light Hammer +1 + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +1 + weapon damage +1 + 1d4 + + B + L,T + 20/60 + + + Armblade Light Hammer +2 + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +2 + weapon damage +2 + 1d4 + + B + L,T + 20/60 + + + Armblade Light Hammer +3 + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +3 + weapon damage +3 + 1d4 + + B + L,T + 20/60 + + + Armblade Light Hammer of Warning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + B + L,T + 20/60 + + + Armblade Longsword + M + 1 + common (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + 15 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + + + Armblade Longsword +1 + M + 1 + uncommon (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Armblade Longsword +2 + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + S + M,V + + + + Armblade Longsword +3 + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Longsword of Life Stealing + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + + + Armblade Longsword of Sharpness + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. + When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. + In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + + + Armblade Longsword of Vengeance + M + 1 + uncommon, cursed (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + + Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. + In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. + You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Armblade Longsword of Warning + M + 1 + uncommon (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + + + Armblade Longsword of Wounding + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. + Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 207 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + 1d4 + + + Armblade Luck Blade Longsword + M + 1 + legendary (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. + + Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. + + Wish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 179 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + saving throws +1 + 1d8 + 1d10 + S + M,V + + + + Armblade Luck Blade Rapier + M + 1 + legendary (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. + + Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. + + Wish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 179 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + saving throws +1 + 1d8 + + P + M,F + + + + Armblade Luck Blade Scimitar + M + 1 + legendary (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. + + Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. + + Wish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 179 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + saving throws +1 + 1d6 + + S + M,F,L + + + + Armblade Luck Blade Shortsword + M + 1 + legendary (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. + + Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. + + Wish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 179 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + saving throws +1 + 1d6 + + P + M,F,L + + + + Armblade Mace + M + 1 + common (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Proficiency: simple, mace + 5 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + B + + + + + Armblade Mace +1 + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d6 + + B + + + + + Armblade Mace +2 + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d6 + + B + + + + + Armblade Mace +3 + M + 1 + very rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d6 + + B + + + + + Armblade Mace of Disruption + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. + While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 179 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + B + + + 2d6 + + + Armblade Mace of Smiting + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. + When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 179 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d6 + + B + + + + + Armblade Mace of Terror + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. + The mace regains 1d3 expended charges daily at dawn. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 180 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + B + + + 1d3 + + + Armblade Mace of Warning + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + B + + + + + Armblade Moon-Touched Longsword + M + 1 + common (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Xanathar's Guide to Everything, p. 138 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + + + Armblade Moon-Touched Rapier + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Xanathar's Guide to Everything, p. 138 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M,F + + + + Armblade Moon-Touched Scimitar + M + 1 + common (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Xanathar's Guide to Everything, p. 138 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + F,L + + + + Armblade Moon-Touched Shortsword + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Xanathar's Guide to Everything, p. 138 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + M,F,L + + + + Armblade Morningstar + M + 1 + common (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Proficiency: martial, morningstar + 15 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M, + + + + Armblade Morningstar +1 + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, morningstar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + + P + M, + + + + Armblade Morningstar +2 + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, morningstar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d8 + + P + M, + + + + Armblade Morningstar +3 + M + 1 + very rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, morningstar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + + P + M, + + + + Armblade Morningstar of Warning + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Proficiency: martial, morningstar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M, + + + + Armblade Nine Lives Stealer Longsword + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +2 bonus to attack and damage rolls made with this magic weapon. + The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 183 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + S + M,V + + + + Armblade Nine Lives Stealer Rapier + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +2 bonus to attack and damage rolls made with this magic weapon. + The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 183 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d8 + + P + M,F + + + + Armblade Nine Lives Stealer Scimitar + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +2 bonus to attack and damage rolls made with this magic weapon. + The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 183 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d6 + + S + M,F,L + + + + Armblade Nine Lives Stealer Shortsword + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +2 bonus to attack and damage rolls made with this magic weapon. + The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 183 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d6 + + P + M,F,L + + + + Armblade Quarterstaff + M + 1 + common (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + 0.2 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + 1d8 + B + V + + + + Armblade Quarterstaff +1 + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d6 + 1d8 + B + V + + + + Armblade Quarterstaff +2 + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d6 + 1d8 + B + V + + + + Armblade Quarterstaff +3 + M + 1 + very rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d6 + 1d8 + B + V + + + + Armblade Quarterstaff of Warning + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + 1d8 + B + V + + + + Armblade Rapier + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + 25 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M,F + + + + Armblade Rapier +1 + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + + P + M,F + + + + Armblade Rapier +2 + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d8 + + P + M,F + + + + Armblade Rapier +3 + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + + P + M,F + + + + Armblade Rapier of Life Stealing + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M,F + + + + Armblade Rapier of Vengeance + M + 1 + uncommon, cursed (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + + Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. + In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. + You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + + P + M,F + + + + Armblade Rapier of Warning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M,F + + + + Armblade Rapier of Wounding + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. + Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 207 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M,F + + 1d4 + + + Armblade Scimitar + M + 1 + common (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + 25 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + M,F,L + + + + Armblade Scimitar +1 + M + 1 + uncommon (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d6 + + S + M,F,L + + + + Armblade Scimitar +2 + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d6 + + S + M,F,L + + + + Armblade Scimitar +3 + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d6 + + S + M,F,L + + + + Armblade Scimitar of Life Stealing + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + M,F,L + + + + Armblade Scimitar of Sharpness + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. + When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. + In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + M,F,L + + + + Armblade Scimitar of Speed + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 199 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d6 + + S + M,F,L + + + + Armblade Scimitar of Vengeance + M + 1 + uncommon, cursed (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + + Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. + In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. + You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d6 + + S + M,F,L + + + + Armblade Scimitar of Warning + M + 1 + uncommon (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + M,F,L + + + + Armblade Scimitar of Wounding + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. + Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 207 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + M,F,L + + 1d4 + + + Armblade Shortsword + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + 10 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + M,F,L + + + + Armblade Shortsword +1 + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d6 + + P + M,F,L + + + + Armblade Shortsword +2 + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d6 + + P + M,F,L + + + + Armblade Shortsword +3 + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d6 + + P + M,F,L + + + + Armblade Shortsword of Life Stealing + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + M,F,L + + + + Armblade Shortsword of Vengeance + M + 1 + uncommon, cursed (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + + Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. + In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. + You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d6 + + P + M,F,L + + + + Armblade Shortsword of Warning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + M,F,L + + + + Armblade Shortsword of Wounding + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. + Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 207 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + M,F,L + + 1d4 + + + Armblade Sickle + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + 1 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + S + L + + + + Armblade Sickle +1 + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d4 + + S + L + + + + Armblade Sickle +2 + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d4 + + S + L + + + + Armblade Sickle +3 + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d4 + + S + L + + + + Armblade Sickle of Warning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + S + L + + + + Armblade Spear + M + 1 + common (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + 1 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + 1d8 + P + T,V + 20/60 + + + Armblade Spear +1 + M + 1 + uncommon (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +1 + weapon damage +1 + 1d6 + 1d8 + P + T,V + 20/60 + + + Armblade Spear +2 + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +2 + weapon damage +2 + 1d6 + 1d8 + P + T,V + 20/60 + + + Armblade Spear +3 + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +3 + weapon damage +3 + 1d6 + 1d8 + P + T,V + 20/60 + + + Armblade Spear of Backbiting + M + 1 + very rare, cursed (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. + Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. + Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Tales from the Yawning Portal, p. 229 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d6 + 1d8 + P + T,V + 50/90 + + + Armblade Spear of Warning + M + 1 + uncommon (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + 1d8 + P + T,V + 20/60 + + + Armblade Sun Blade + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. + You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. + The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword, shortsword + Source: Dungeon Master's Guide p. 205 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + S + M,F,V + + 1d8 + + + Armblade Sword of Answering (Answerer) + M + 1 + legendary (requires attunement by a Chaotic Good warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Answerer, the Chaotic Good sword, has an emerald set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Sword of Answering (Back Talker) + M + 1 + legendary (requires attunement by a Chaotic Evil warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Back Talker, the Chaotic Evil sword, has jet set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Sword of Answering (Concluder) + M + 1 + legendary (requires attunement by a Lawful Neutral warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Concluder, the Lawful Neutral sword, has an amethyst set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Sword of Answering (Last Quip) + M + 1 + legendary (requires attunement by a Chaotic Neutral warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Last Quip, the Chaotic Neutral sword, has a tourmaline set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Sword of Answering (Rebutter) + M + 1 + legendary (requires attunement by a Neutral Good warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Rebutter, the Neutral Good sword, has a topaz set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Sword of Answering (Replier) + M + 1 + legendary (requires attunement by a Neutral warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Replier, the Neutral sword, has a peridot set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Sword of Answering (Retorter) + M + 1 + legendary (requires attunement by a Lawful Good warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Retorter, the Lawful Good sword, has an aquamarine set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Sword of Answering (Scather) + M + 1 + legendary (requires attunement by a Lawful Evil warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Scather, the Lawful Evil sword, has a garnet set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Sword of Answering (Squelcher) + M + 1 + legendary (requires attunement by a Neutral Evil warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Squelcher, the Neutral Evil sword, has a spinel set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Trident + M + 1 + common (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + 5 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Armblade Trident +1 + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +1 + weapon damage +1 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Armblade Trident +2 + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +2 + weapon damage +2 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Armblade Trident +3 + M + 1 + very rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +3 + weapon damage +3 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Armblade Trident of Fish Command + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + 1d8 + P + M,T,V + 20/60 + 1d3 + + + Armblade Trident of Warning + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Armblade Vicious Battleaxe + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Armblade Vicious Club + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + B + L + + 2d6 + + + Armblade Vicious Dagger + M + 1 + rare (requires attunement by a warforged) + 1 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + P + F,L,T + 20/60 + 2d6 + + + Armblade Vicious Flail + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Proficiency: martial, flail + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + B + M, + + 2d6 + + + Armblade Vicious Handaxe + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + L,T + 20/60 + 2d6 + + + Armblade Vicious Javelin + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + T + 30/120 + 2d6 + + + Armblade Vicious Lance + M + 1 + rare (requires attunement by a warforged) + 6 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d12 + + P + M,R,S + + 2d6 + + + Armblade Vicious Light Hammer + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + B + L,T + 20/60 + 2d6 + + + Armblade Vicious Longsword + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Armblade Vicious Mace + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + B + + + 2d6 + + + Armblade Vicious Morningstar + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Proficiency: martial, morningstar + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M, + + 2d6 + + + Armblade Vicious Quarterstaff + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + 1d8 + B + V + + 2d6 + + + Armblade Vicious Rapier + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M,F + + 2d6 + + + Armblade Vicious Scimitar + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + M,F,L + + 2d6 + + + Armblade Vicious Shortsword + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + M,F,L + + 2d6 + + + Armblade Vicious Sickle + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + S + L + + 2d6 + + + Armblade Vicious Spear + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + 1d8 + P + T,V + 20/60 + 2d6 + + + Armblade Vicious Trident + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + 1d8 + P + M,T,V + 20/60 + 2d6 + + + Armblade Vicious War Pick + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Proficiency: martial, war pick + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M, + + 2d6 + + + Armblade Vicious Warhammer + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + B + M,V + + 2d6 + + + Armblade Vicious Whip + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + S + M,F,R + + 2d6 + + + Armblade Vorpal Longsword + M + 1 + legendary (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. + When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + 6d8 + + + Armblade Vorpal Scimitar + M + 1 + legendary (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. + When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d6 + + S + M,F,L + + 6d8 + + + Armblade War Pick + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Proficiency: martial, war pick + 5 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M, + + + + Armblade War Pick +1 + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, war pick + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + + P + M, + + + + Armblade War Pick +2 + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, war pick + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d8 + + P + M, + + + + Armblade War Pick +3 + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, war pick + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + + P + M, + + + + Armblade War Pick of Warning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Proficiency: martial, war pick + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M, + + + + Armblade Warhammer + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + 15 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + B + M,V + + + + Armblade Warhammer +1 + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + B + M,V + + + + Armblade Warhammer +2 + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + B + M,V + + + + Armblade Warhammer +3 + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + B + M,V + + + + Armblade Warhammer of Warning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + B + M,V + + + + Armblade Whip + M + 1 + common (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + 2 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + S + M,F,R + + + + Armblade Whip +1 + M + 1 + uncommon (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d4 + + S + M,F,R + + + + Armblade Whip +2 + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d4 + + S + M,F,R + + + + Armblade Whip +3 + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d4 + + S + M,F,R + + + + Armblade Whip of Warning + M + 1 + uncommon (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + S + M,F,R + + + + Dancing Double-Bladed Scimitar + M + 1 + very rare (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. + While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. + After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 161 + Wayfinder's Guide to Eberron, Chapter 3 + 2d4 + + S + M,2H + + 1d4 + + + Defender Double-Bladed Scimitar + M + 1 + legendary (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + You gain a +3 bonus to attack and damage rolls made with this magic weapon. + The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 164 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +3 + melee damage +3 + 2d4 + + S + M,2H + + 1d4+3 + + + Double-Bladed Scimitar + M + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + 100 + Source: Wayfinder's Guide to Eberron, Chapter 3 + 2d4 + + S + M,2H + + 1d4 + + + Double-Bladed Scimitar +1 + M + 1 + uncommon + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +1 + melee damage +1 + 2d4 + + S + M,2H + + 1d4+1 + + + Double-Bladed Scimitar +2 + M + 1 + rare + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +2 + melee damage +2 + 2d4 + + S + M,2H + + 1d4+2 + + + Double-Bladed Scimitar +3 + M + 1 + very rare + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +3 + melee damage +3 + 2d4 + + S + M,2H + + 1d4+3 + + + Double-Bladed Scimitar of Life Stealing + M + 1 + rare (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 3 + 2d4 + + S + M,2H + + 1d4 + + + Double-Bladed Scimitar of Sharpness + M + 1 + very rare (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. + When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. + In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 3 + 2d4 + + S + M,2H + + 1d4 + + + Double-Bladed Scimitar of Vengeance + M + 1 + uncommon, cursed (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + + Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. + In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. + You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +1 + melee damage +1 + 2d4 + + S + M,2H + + 1d4+1 + + + Double-Bladed Scimitar of Warning + M + 1 + uncommon (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Wayfinder's Guide to Eberron, Chapter 3 + 2d4 + + S + M,2H + + 1d4 + + + Double-Bladed Scimitar of Wounding + M + 1 + rare (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. + Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 207 + Wayfinder's Guide to Eberron, Chapter 3 + 2d4 + + S + M,2H + + 1d4 + + + Dragon Slayer Double-Bladed Scimitar + M + 1 + rare + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 166 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +1 + melee damage +1 + 2d4 + + S + M,2H + + 1d4+1 + 3d6 + + + Flame Tongue Double-Bladed Scimitar + M + 1 + rare (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 170 + Wayfinder's Guide to Eberron, Chapter 3 + 2d4 + + S + M,2H + + 1d4 + 2d6 + + + Frost Brand Double-Bladed Scimitar + M + 1 + very rare (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. + In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 171 + Wayfinder's Guide to Eberron, Chapter 3 + 2d4 + + S + M,2H + + 1d4 + 1d6 + + + Giant Slayer Double-Bladed Scimitar + M + 1 + rare + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 172 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +1 + melee damage +1 + 2d4 + + S + M,2H + + 1d4+1 + 2d6 + + + Holy Avenger Double-Bladed Scimitar + M + 1 + legendary (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. + While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 174 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +3 + melee damage +3 + 2d4 + + S + M,2H + + 1d4+3 + 2d10 + + + Luck Blade Double-Bladed Scimitar + M + 1 + legendary (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. + + Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. + + Wish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 179 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +1 + melee damage +1 + saving throws +1 + 2d4 + + S + M,2H + + 1d4+1 + + + Moon-Touched Double-Bladed Scimitar + M + 1 + common + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Xanathar's Guide to Everything, p. 138 + Wayfinder's Guide to Eberron, Chapter 3 + 2d4 + + S + M,2H + + 1d4 + + + Nine Lives Stealer Double-Bladed Scimitar + M + 1 + very rare (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + You gain a +2 bonus to attack and damage rolls made with this magic weapon. + The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 183 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +2 + melee damage +2 + 2d4 + + S + M,2H + + 1d4 + + + Vicious Double-Bladed Scimitar + M + 1 + rare + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Wayfinder's Guide to Eberron, Chapter 3 + 2d4 + + S + M,2H + + 1d4 + + + Vorpal Double-Bladed Scimitar + M + 1 + legendary (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. + When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +3 + melee damage +3 + 2d4 + + S + M,2H + + 1d4+3 + 6d8 + + + Band of Loyalty + RG + 1 + common (requires attunement) + + If you are reduced to zero hit points while attuned to a band of loyalty, you instantly die. These rings are favored by spies who can’t afford to fall into enemy hands. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Rings of Shared Suffering + RG + 1 + uncommon (requires attunement) + + These rings come in linked pairs. It you possess the Mark of Sentinel, you can use a bonus action to form a link to the creature attuned to the other ring; from then on, whenever that creature suffers damage, they only suffer half of that damage and you take the rest. This effect continues until you end it as a bonus action or until you or the other creature removes their ring. This effect isn’t limited by range. A creature cannot be attuned to more than one ring of shared suffering. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Bag of Bounty + W + 1 + common (requires attunement by a warforged) + + This is a sturdy leather sack with tiny Siberys shards embedded into the lining. If you have the Mark of Hospitality you can use an action to cast create food and water, drawing a feast from within the bag. You shape this meal with your thoughts. You can create the standard bland fare without requiring any sort of check, but you can attempt to create finer food by making a Charisma check; if you’re proficient with cook’s utensils, add your bonus to this check. A failed check results in a sour and squalid meal. + + Food Quality — Difficulty: + Poor — No roll required + Modest — 10 + Comfortable — 13 + Wealthy — 15 + Aristocratic — 18 + + A bag of bounty can be used up to three times over the course of a day. After that, the bag can’t be used again until the next dawn. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Cleansing Stone + W + 1 + common + + A cleansing stone is a stone sphere one foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person. Cleansing stones are often embedded into pedestals in public squares in Aundair or found in high-end Ghallanda inns. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Dimensional Seal + W + 1 + legendary + + A dimensional seal is a massive stone slab covered with a complex pattern of runes and sigils. The seal projects an invisible field with a radius of two miles. This field blocks all forms of conjuration magic and any other effect that involves teleportation or planar travel. It also negates the effects of any manifest zone within the field. + + Dimensional seals are usually found in the Eldeen Reaches and the Shadow Marches, as relics of the conflict between the Gatekeeper druids and the daelkyr. The techniques used to create these seals have been long lost. It’s said that as a whole, the dimensional seals keep the daelkyr bound in Khyber and prevent Xoriat from becoming coterminous with Eberron. If enough of these seals are destroyed, there could be serious consequences for the world. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Docent + W + 1 + rare (requires attunement by a warforged) + + A docent is a small metal sphere, approximately 2 inches across, studded with dragonshards. Despite a strong magical aura, it has no obvious abilities. If you’re a warforged, you can attune to the docent, at which point the sphere becomes embedded in your chest and comes to life — literally. + + A docent is an intelligent magic item designed to advise and assist the warforged it’s attached to. A typical docent has an Intelligence score of 16 and Wisdom and Charisma scores of 14. Once you’re attuned to the docent, it can communicate with you telepathically and can perceive the world through your senses. One of the simple functions of a docent is to serve as a translator. All docents understand Common and Giant, but a docent knows up to four additional languages. Elven and Draconic are common options. If a docent knows less than six languages in total, it can add new languages to its repertoire after encountering them. So a docent found in Xen’drik may have never encountered a dwarf before… but after spending some time in Khorvaire studying dwarves, it could pick up the Dwarven language. + + In addition, a docent possesses up to three of the following traits. + + •Can cast detect magic at will + + •Can cast detect evil and good at will + + •Can detect any form of divination or scrying targeting the warforged host. + + •Intelligence (Arcana) +7 + + •Intelligence (History) +7 + + •Intelligence (Investigation) +7 + + •Intelligence (Nature) +7 + + •Wisdom (Insight) +6 + + •Wisdom (Perception) +6 + + The docent can make Wisdom (Medicine) checks targeting its warforged host, with a +7 bonus. If the host is rendered unconscious, the docent will automatically attempt to stabilize them once each turn. + + You can use a bonus action on your turn to request that the docent use one of its traits on your behalf. In the case of skills, this uses the docent’s bonus; your abilities and proficiencies have no effect on the outcome. These traits are under the control of the docent, and if you have a bad relationship with your docent it may refuse to assist you… or simply lie about information that it obtains. However, if you treat your docent well it could serve as a useful ally. + + The origin of docents is a great mystery. House Cannith created the first warforged thirty years ago. But the docents come from the distant land of Xen’drik and appear to be thousands of years old. Were they created to interface with some other form of construct? Or are the modern warforged a new interpretation of an ancient design? The docents claim to have forgotten their creators… but this is a mystery waiting to be unraveled. While all docents come from Xen’drik, some have been brought to Khorvaire by explorers and it’s possible to encounter them in the Five Nations. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Eberron Dragonshard + W + 1 + + Eberron dragonshards are found in shallow soil, and often encased in geode-like stone shells. Eberron shards can be found almost anywhere, but the most significant deposits have been discovered in jungle environments, notably Q’barra and the distant land of Xen’drik. In their raw form, Eberron shards are rosy crystals with crimson swirls flowing their depths. + + Eberron shards are the most common form of dragonshard. They are primarily refined into a glowing powder. This dragonshard dust can be used to fuel almost any act of magic. When casting a spell, you can use dragonshard dust in place of any spell component that has a cost, unless the DM says otherwise. Dragonshard dust is used in the creation of magic items, and many powerful tools — such as the lightning rail and elemental airships — require an ongoing expenditure of Eberron dragonshards to maintain their enchantments. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Everbright Lantern + W + 1 + common + + An everbright lantern contains an Eberron dragonshard imbued with the effect of a continual flame spell. This bright light is mounted inside a normal bullseye lantern, allowing the light to be shuttered off. An everbright lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone, just like a mundane bullseye lantern, but its flame never goes out. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Feather Fall Token + W + 1 + common + + This small metal disk is inscribed with the image of a feather. While the token is in your possession, you can cast feather fall as a bonus action. A feather token only holds sufficient charge for a single use, after which it loses its power. While it’s an expensive form of insurance, frequent airship travelers and citizens of Sharn often appreciate the security it provides. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Fernian Ash Rod + W + 1 + common (requires attunement) + 2 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Fernian ash rod provides a +1 bonus when you roll damage for a spell that inflicts fire damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Fernian Ash Staff + W + 1 + common (requires attunement) + 4 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Fernian ash staff provides a +1 bonus when you roll damage for a spell that inflicts fire damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Fernian Ash Wand + W + 1 + common (requires attunement) + 1 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Fernian ash wand provides a +1 bonus when you roll damage for a spell that inflicts fire damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Fernian Basalt Orb of Shielding + W + 1 + common (requires attunement) + 3 + An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take fire damage, reduce it by 1d4. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + + Glamerweave + W + 1 + common + + Glamerweave clothing is imbued with cosmetic illusions. Traditionally, these patterns are contained within the cloth, but higher-end glamerweave can have more dramatic effects. You could have a gown that appears to be wreathed in flames, or a hat that’s orbited by illusory butterflies. Regardless of the design, these are cosmetic effects and have no impact on combat. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Inquisitive's Goggles + W + 1 + uncommon (requires attunement) + + The lenses of these goggles are carved from Siberys dragonshards. While garish in appearance, these goggles are a boon to any Tharashk inquisitive. To attune to the goggles, you must possess the Mark of Finding. As long as this condition is met, you gain the following benefits. + + You can add your Intuition die from the Hunter’s Intuition trait of the mark when you make Wisdom (Insight) checks. + + When you examine an object, you can make a Wisdom (Perception) check to identify the aura of the last living creature to touch the object. The DC is 13 + the number of days since the last contact occurred. If the check is successful, you learn the species of the creature and you can immediately use your Imprint Prey ability to target this creature. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Irian Quartz Orb of Shielding + W + 1 + common (requires attunement) + 3 + An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take radiant damage, reduce it by 1d4. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + + Irian Rosewood Rod + W + 1 + common (requires attunement) + 2 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + An Irian rosewood rod provides a +1 bonus when you roll damage for a spell that inflicts radiant damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Irian Rosewood Staff + W + 1 + common (requires attunement) + 4 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + An Irian rosewood staff provides a +1 bonus when you roll damage for a spell that inflicts radiant damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Irian Rosewood Wand + W + 1 + common (requires attunement) + 1 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + An Irian rosewood wand provides a +1 bonus when you roll damage for a spell that inflicts radiant damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Keycharm + W + 1 + uncommon + + This simple object plays a vital role in the work of House Kundarak. If you possess the Mark of Warding, when you cast alarm, arcane lock, glyph of warding, or similar abjuration effects, you can tie the effect to the keycharm. Whoever holds the keycharm is considered to the owner of this enchantment; they receive the notification from alarm, they can safely avoid a glyph, and they can deactivate any associated effect. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Khyber Dragobshard + W + 1 + + + Khyber dragonshards are found deep in the earth, often near layers of magma. These living crystals typically grow on cavern walls, and superstition says they flourish in areas with significant fiendish activity. Khyber dragonshards are deep blue or dark violet, laced with gleaming veins. + + Khyber dragonshards have a affinity for binding magics. Elemental binding — which is behind airships, the lightning rail, and elemental galleons — requires a Khyber shard to hold the elemental. Khyber shards are used for phylacteries, planar binding, any other effects that trap or manipulate spirits. Khyber dragonshards are also used for many necromantic rituals. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Kythrian Manchineel Rod + W + 1 + common (requires attunement) + 2 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Kythrian manchineel rod provides a +1 bonus when you roll damage for a spell that inflicts acid or poison damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Kythrian Manchineel Staff + W + 1 + common (requires attunement) + 4 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Kythrian manchineel staff provides a +1 bonus when you roll damage for a spell that inflicts acid or poison damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Kythrian Manchineel Wand + W + 1 + common (requires attunement) + 1 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Kythrian manchineel wand provides a +1 bonus when you roll damage for a spell that inflicts acid or poison damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Kythrian Skar Orb of Shielding + W + 1 + common (requires attunement) + 3 + An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take acid or poison damage, reduce it by 1d4. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + + Lamannian Flint Orb of Shielding + W + 1 + common (requires attunement) + 3 + An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take lightning or thunder damage, reduce it by 1d4. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + + Lamannian Oak Rod + W + 1 + common (requires attunement) + 2 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Lamannian oak rod provides a +1 bonus when you roll damage for a spell that inflicts lightning or thunder damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Lamannian Oak Staff + W + 1 + common (requires attunement) + 4 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Lamannian oak staff provides a +1 bonus when you roll damage for a spell that inflicts lightning or thunder damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Lamannian Oak Wand + W + 1 + common (requires attunement) + 1 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Lamannian oak wand provides a +1 bonus when you roll damage for a spell that inflicts lightning or thunder damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Mabara Ebony Rod + W + 1 + common (requires attunement) + 2 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Mabaran ebony rod provides a +1 bonus when you roll damage for a spell that inflicts necrotic damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Mabara Ebony Staff + W + 1 + common (requires attunement) + 4 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Mabaran ebony staff provides a +1 bonus when you roll damage for a spell that inflicts necrotic damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Mabara Ebony Wand + W + 1 + common (requires attunement) + 1 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Mabaran ebony wand provides a +1 bonus when you roll damage for a spell that inflicts necrotic damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Mabaran Obsidian Orb of Shielding + W + 1 + common (requires attunement) + 3 + An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take necrotic damage, reduce it by 1d4. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + + Mabaran Resonator + W + 1 + legendary (requires attunement) + + This horrific device draws on the power of Mabar, infusing the dead with the malign energies of the Endless Night. While it is active, any creature that dies within two miles of the resonator reanimates in one round as a zombie under the control of creature attuned to the device. At the DM’s discretion, more powerful creatures can return as other forms of undead. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Master's Call + W + 1 + legendary (requires attunement) + + While this looks like a scrap heap assembled from shattered constructs and wreckage from the Mournland, this eldritch machine possesses tremendous power. You gain the following benefits while you are attuned to the master’s call and within one mile of the device. + + •You can sense the presence and location of all warforged within ten miles. + + •You have advantage on any Charisma-based check made against a warforged. + + •While you are in contact with the master’s call, you can use an action to target a warforged within ten miles of the device. You can send a telepathic message of up to 25 words to the target. They must make a Wisdom saving throw, with a difficulty of 14 + your Intelligence modifier. On a failed save, the target is affected by a suggestion compelling them to follow your command. This effect doesn’t require concentration; it lasts for eight hours, until you choose to end it, or until the victim successfully fulfils the command, whichever comes first. You can control up to eight warforged at once using this effect. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Quori Beech Rod + W + 1 + common (requires attunement) + 2 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Quori beech rod provides a +1 bonus when you roll damage for a spell that inflicts psychic damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Quori Beech Staff + W + 1 + common (requires attunement) + 4 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Quori beech staff provides a +1 bonus when you roll damage for a spell that inflicts psychic damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Quori Beech Wand + W + 1 + common (requires attunement) + 1 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Quori beech wand provides a +1 bonus when you roll damage for a spell that inflicts psychic damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Quori Celestine Orb of Shielding + W + 1 + common (requires attunement) + 3 + An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take psychic damage, reduce it by 1d4. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + + Risian Pine Rod + W + 1 + common (requires attunement) + 2 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Risian pine rod provides a +1 bonus when you roll damage for a spell that inflicts cold damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Risian Pine Staff + W + 1 + common (requires attunement) + 4 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Risian pine staff provides a +1 bonus when you roll damage for a spell that inflicts cold damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Risian Pine Wand + W + 1 + common (requires attunement) + 1 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Risian pine wand provides a +1 bonus when you roll damage for a spell that inflicts cold damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Risian Shale Orb of Shielding + W + 1 + common (requires attunement) + 3 + An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take cold damage, reduce it by 1d4. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + + Scribe's Pen + W + 1 + common + + If you possess the Mark of Scribing, you can use this quill to write on any surface. This can be visible — traced in glowing mystical lines — or invisible to any creature without the Mark of Scribing. Invisible writing will be revealed by Detect Magic, See Invisibility, or True Seeing. Any creature with the Mark of Scribing can also reveal your writing or make it invisible as an action. If you mark a living creature, the mark will fade within a week. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Shavaran Birch Rod + W + 1 + common (requires attunement) + 2 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Shavaran birch rod provides a +1 bonus when you roll damage for a spell that inflicts force damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Shavaran Birch Staff + W + 1 + common (requires attunement) + 4 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Shavaran birch staff provides a +1 bonus when you roll damage for a spell that inflicts force damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Shavaran Birch Wand + W + 1 + common (requires attunement) + 1 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Shavaran birch wand provides a +1 bonus when you roll damage for a spell that inflicts force damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Shavaran Chert Orb of Shielding + W + 1 + common (requires attunement) + 3 + An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take force damage, reduce it by 1d4. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + + Shiftweave + W + 1 + common + + Transmutation magic is woven into the fabric of shiftweave clothing. When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. By taking an action and uttering a command word, you can transform your shiftweave outfit into one of the other designs contained within it. To determine the price of a suit of shiftweave, combine the value of all of the outfits it contains and add 25 gp to that amount. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Siberys Dragonshard + W + 1 + + Siberys dragonshards fall from the Ring of Siberys, the ring of crystals that encircles the world. While rare in Khorvaire, there are significant shard fields in the continent of Xen’drik, and this is a potential source of great wealth for explorers. Siberys dragonshards are amber in color, with swirling golding veins gleaming within. + + Siberys dragonshards have a close affinity to dragonmarks and are a vital part of any dragonmark focus item. Larger shards may be required for eldritch machines or used in the creation of legendary items or artifacts. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Speaking Stone + W + 1 + uncommon + + This specially enchanted stone allows an operator from House Sivis, bearing the Dragonmark of Scribing, to send a short message to any other speaking stone. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Spell Sink + W + 1 + legendary + + This device creates an antimagic field that covers a three-mile radius around the spell sink. The form that it takes will depend on the nature of its creator. The Ashbound druids despise unnatural magic, and if they create a spell sink it will be a living artifact — a twisted tree that consumes the mystical energies around it. Conversely, a mad artificer would create a massive vessel of dragonshards and exotic metals. It might be that the sole purpose of the device is to negate magic, or it could be that it is absorbing all magical energies in the area and storing that power for a cataclysmic effect! + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Spellshard + W + 1 + common + + A spellshard is a polished Eberron dragonshard, sized to fit into the palm of a hand. The shard is imbued with a particular work of literature. By holding the shard and concentrating, you can see its pages in your mind’s eye. Thinking of a particular phrase or topic will draw you to the first section that addresses it, and a simple ritual allows you to add content to the shard. + + An arcane caster can use a spellshard instead of a spellbook; the spellshard costs 1 gp per “page” in the shard, and otherwise functions as a mundane spellbook. Spellshards can also be used as diaries or journals. More advanced (and uncommon) shards can require a particular mental passphrase to access the contents of the shard. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Starburst Crystal + W + 1 + common (requires attunement) + + A starburst crystal allows you to amplify the power of an offensive cantrip. Using the crystal requires a bonus action. If you immediately follow this by casting a cantrip that requires a ranged attack roll and targets a single individual — such as fire bolt or eldritch blast — the spell creates a burst of energy that fills a five foot area. You don’t need to make an attack roll for the spell. Instead, your target makes a Dexterity saving throw. They suffer the full damage of the spell on a failed save, or half that damage if the save is successful. + + Once you’ve used this power, you cannot use it again until you take a short rest. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Storm Spire + W + 1 + legendary (requires attunement) + + This eldritch machine is a form of dragonmark focus item; you must have the Greater Mark of Storms to attune to this device. Storm spires allow House Lyrandar to influence the weather, which can be a boon for the local population or a curse if the Lyrandar baron chooses to demand payment for desired conditions. You gain the following benefits while you are attuned to a storm spire. + + •You can sense weather patterns within a 100-mile radius of the spire and accurately predict the weather for up to 24 hours. + + •While you are within 60 feet of the spire, you can use an action to cast any of the following spells: call lightning, gust of wind. You cast these as 5th level spells, and Intelligence is your spellcasting ability. + + •While you are within 5 feet of the spire, you can cast control weather as a ten-minute ritual. This allows you to pick a point within 100 miles of the spire and influence the weather within a 10-mile radius of that point. Maintaining this effect requires concentration. + + •You can also use an action to influence the weather within a ten-mile radius of the spire itself; you don’t have to use concentration to maintain this effect, and you can sustain this at the same time that you’re manipulating distant weather. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Wand Sheath + W + 1 + common (requires attunement by a warforged) + + A wand sheath is designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach a wand sheath by attuning to it. While the wand sheath is attached, it cannot be removed from you against your will. You can spend one minute to end the attunement and remove the wand sheath. + + You can insert a wand into the sheath as an action. While the wand is sheathed, you gain the following benefits + + You can retract the wand into your forearm or extend it from your forearm as a bonus action. While it is retracted, it cannot be damaged or removed. + + While the wand is extended, you can use it as if you were holding it, but your hand remains free for other actions. + + If the sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand only count as a single item for purposes of the maximum number of items you can be attuned to. If you remove the wand from the sheath, you immediately lose your attunement to the wand. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Wheel of Wind and Water + W + 1 + uncommon + + When mounted at the helm of an elemental galleon or airship, this allows a character who possesses the Mark of Storm to telepathically control the elemental bound into the vessel. + + If a wheel of wind and water is mounted on a mundane sailing ship, a character with the Mark of Storm can create an area of ideal conditions around the vessel, increasing its speed by 5 miles per hour. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Xorian Marble Orb of Shielding + W + 1 + common (requires attunement) + 3 + An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take psychic damage, reduce it by 1d4. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + + Xorian Wenge Rod + W + 1 + common (requires attunement) + 2 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Xorian wenge rod provides a +1 bonus when you roll damage for a spell that inflicts psychic damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Xorian Wenge Staff + W + 1 + common (requires attunement) + 4 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Xorian wenge staff provides a +1 bonus when you roll damage for a spell that inflicts psychic damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Xorian Wenge Wand + W + 1 + common (requires attunement) + 1 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Xorian wenge wand provides a +1 bonus when you roll damage for a spell that inflicts psychic damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + diff --git a/FightClub5eXML/Sources/XanatharsGuideToEverything.xml b/FightClub5eXML/Sources/XanatharsGuideToEverything.xml new file mode 100644 index 0000000..5f431cc --- /dev/null +++ b/FightClub5eXML/Sources/XanatharsGuideToEverything.xml @@ -0,0 +1,5973 @@ + + + + + Unbreakable Arrow + A + 1 + common + 0.05 + This arrow can’t be broken, except when it is within an antimagic field. + + Source: Xanathar's Guide to Everything, p. 139 + + + Walloping Arrow + A + 1 + common + 0.05 + This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + Source: Xanathar's Guide to Everything, p. 139 + + + Walloping Blowgun Needle + A + 1 + common + 0.02 + This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + Source: Xanathar's Guide to Everything, p. 139 + + + Walloping Crossbow Bolt + A + 1 + common + 0.075 + This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + Source: Xanathar's Guide to Everything, p. 139 + + + Walloping Sling Bullet + A + 1 + common + 0.075 + This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + Source: Xanathar's Guide to Everything, p. 139 + + + Cast-Off Chain Mail + HA + 1 + common + 55 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 16 + 13 + 1 + + + Cast-Off Plate Armor + HA + 1 + common + 65 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 18 + 15 + 1 + + + Cast-Off Ring Mail + HA + 1 + common + 40 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 14 + + 1 + + + Cast-Off Splint Armor + HA + 1 + common + 60 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 17 + 15 + 1 + + + Chain Mail of Gleaming + HA + 1 + common + 55 + This armor never gets dirty. + + Source: Xanathar's Guide to Everything, p. 136 + 17 + 13 + 1 + + + Plate Armor of Gleaming + HA + 1 + common + 65 + This armor never gets dirty. + + Source: Xanathar's Guide to Everything, p. 136 + 19 + 15 + 1 + + + Ring Mail of Gleaming + HA + 1 + common + 40 + This armor never gets dirty. + + Source: Xanathar's Guide to Everything, p. 136 + 15 + + 1 + + + Smoldering Chain Mail + HA + 1 + common + 55 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 17 + 13 + 1 + + + Smoldering Plate Armor + HA + 1 + common + 65 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 19 + 15 + 1 + + + Smoldering Ring Mail + HA + 1 + common + 40 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 15 + + 1 + + + Smoldering Splint Armor + HA + 1 + common + 60 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 18 + 15 + 1 + + + Splint Armor of Gleaming + HA + 1 + common + 60 + This armor never gets dirty. + + Source: Xanathar's Guide to Everything, p. 136 + 18 + 15 + 1 + + + Cast-Off Leather Armor + LA + 1 + common + 10 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 11 + + + + + Cast-Off Padded Armor + LA + 1 + common + 8 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 11 + + 1 + + + Cast-Off Studded Leather Armor + LA + 1 + common + 13 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 12 + + + + + Smoldering Leather Armor + LA + 1 + common + 10 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 11 + + + + + Smoldering Padded Armor + LA + 1 + common + 8 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 11 + + 1 + + + Smoldering Studded Leather Armor + LA + 1 + common + 13 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 12 + + + + + Moon-Touched Greatsword + M + 1 + common + 6 + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Xanathar's Guide to Everything, p. 138 + 2d6 + + S + M,H,2H + + + + Moon-Touched Longsword + M + 1 + common + 3 + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Xanathar's Guide to Everything, p. 138 + 1d8 + 1d10 + S + M,V + + + + Moon-Touched Rapier + M + 1 + common + 2 + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Xanathar's Guide to Everything, p. 138 + 1d8 + + P + M,F + + + + Moon-Touched Scimitar + M + 1 + common + 3 + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Xanathar's Guide to Everything, p. 138 + 1d6 + + S + F,L + + + + Moon-Touched Shortsword + M + 1 + common + 2 + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Xanathar's Guide to Everything, p. 138 + 1d6 + + P + M,F,L + + + + Breastplate of Gleaming + MA + 1 + common + 20 + This armor never gets dirty. + + Source: Xanathar's Guide to Everything, p. 136 + 15 + + + + + Cast-Off Breastplate + MA + 1 + common + 20 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 14 + + + + + Cast-Off Chain Shirt + MA + 1 + common + 20 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 13 + + + + + Cast-Off Half Plate Armor + MA + 1 + common + 40 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 15 + + 1 + + + Cast-Off Hide Armor + MA + 1 + common + 12 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 12 + + + + + Cast-Off Scale Mail + MA + 1 + common + 45 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 14 + + 1 + + + Chain Shirt of Gleaming + MA + 1 + common + 20 + This armor never gets dirty. + + Source: Xanathar's Guide to Everything, p. 136 + 14 + + + + + Half Plate Armor of Gleaming + MA + 1 + common + 40 + This armor never gets dirty. + + Source: Xanathar's Guide to Everything, p. 136 + 16 + + 1 + + + Hide Armor of Gleaming + MA + 1 + common + 12 + This armor never gets dirty. + + Source: Xanathar's Guide to Everything, p. 136 + 13 + + + + + Scale Mail of Gleaming + MA + 1 + common + 45 + This armor never gets dirty. + + Source: Xanathar's Guide to Everything, p. 136 + 15 + + 1 + + + Smoldering Breastplate + MA + 1 + common + 20 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 15 + + + + + Smoldering Chain Shirt + MA + 1 + common + 20 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 14 + + + + + Smoldering Half Plate Armor + MA + 1 + common + 40 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 16 + + 1 + + + Smoldering Hide Armor + MA + 1 + common + 12 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 13 + + + + + Smoldering Scale Mail + MA + 1 + common + 45 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 15 + + 1 + + + Shield of Expression + S + 1 + common + 6 + The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression. + + Source: Xanathar's Guide to Everything, p. 139 + 2 + + + + + Staff of Adornment + ST + 1 + common + 4 + If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. + + Source: Xanathar's Guide to Everything, p. 139 + + + Staff of Birdcalls + ST + 1 + common + 4 + This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek. The staff regains1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. + + Source: Xanathar's Guide to Everything, p. 139 + 1d6+4 + + + Staff of Flowers + ST + 1 + common + 4 + This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. + + Source: Xanathar's Guide to Everything, p. 139 + + + Bead of Nourishment + W + 1 + common + + This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations. + + Source: Xanathar's Guide to Everything, p. 136 + + + Bead of Refreshment + W + 1 + common + + This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison. + + Source: Xanathar's Guide to Everything, p. 136 + + + Boots of False Tracks + W + 1 + common + + Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. + + Source: Xanathar's Guide to Everything, p. 136 + + + Candle of the Deep + W + 1 + common + + The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle. + + Source: Xanathar's Guide to Everything, p. 136 + + + Charlatan's Die + W + 1 + common (requires attunement) + + Whenever you roll this six-sided die, you can control which number it rolls. + + Source: Xanathar's Guide to Everything, p. 136 + + + Cloak of Billowing + W + 1 + common + + While wearing this cloak, you can use a bonus action to make it billow dramatically. + + Source: Xanathar's Guide to Everything, p. 136 + + + Cloak of Many Fashions + W + 1 + common + + While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. + + Source: Xanathar's Guide to Everything, p. 136 + + + Clockwork Amulet + W + 1 + common + + This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. + When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. + + Source: Xanathar's Guide to Everything, p. 137 + + + Clothes of Mending + W + 1 + common + + This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way. + + Source: Xanathar's Guide to Everything, p. 137 + + + Dark Shard Amulet + W + 1 + common (requires attunement by a warlock) + + This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: + + • You can use the amulet as a spellcasting focus for your warlock spells. + + • You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 137 + + + Dread Helm + W + 1 + common + + This fearsome steel helm makes your eyes glow red while you wear it. + + Source: Xanathar's Guide to Everything, p. 137 + + + Ear Horn of Hearing + W + 1 + common + + While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. + + Source: Xanathar's Guide to Everything, p. 137 + + + Enduring Spellbook + W + 1 + common + + This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age. + + Source: Xanathar's Guide to Everything, p. 137 + + + Ersatz Eye + W + 1 + common (requires attunement) + + This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. + + Source: Xanathar's Guide to Everything, p. 137 + + + Hat of Vermin + W + 1 + common + + This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. + + Source: Xanathar's Guide to Everything, p. 137 + + + Hat of Wizardry + W + 1 + common (requires attunement by a wizard) + + This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 137 + + + Heward's Handy Spice Pouch + W + 1 + common + + This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains1d6+4 expended charges daily at dawn. + + Source: Xanathar's Guide to Everything, p. 137 + 1d6+4 + + + Horn of Silent Alarm + W + 1 + common + + This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. + + Source: Xanathar's Guide to Everything, p. 137 + 1d4 + + + Instrument of Illusions + W + 1 + common (requires attunement) + + While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing. + + Source: Xanathar's Guide to Everything, p. 137 + + + Instrument of Scribing + W + 1 + common (requires attunement) + + This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn. + + Source: Xanathar's Guide to Everything, p. 138 + + + Lock of Trickery + W + 1 + common + + This lock appears to be an ordinary lock (of the type described in chapter 5 of the Player’s Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage. + + Source: Xanathar's Guide to Everything, p. 138 + + + Mystery Key + W + 1 + common + + A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears. + + Source: Xanathar's Guide to Everything, p. 138 + + + Orb of Direction + W + 1 + common + + While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane. + + Source: Xanathar's Guide to Everything, p. 138 + + + Orb of Time + W + 1 + common + + While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or night time outside. This property functions only on the Material Plane. + + Source: Xanathar's Guide to Everything, p. 138 + + + Perfume of Bewitching + W + 1 + common + + This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume’s effect are not aware that they’ve been influenced by magic. + + Source: Xanathar's Guide to Everything, p. 138 + + + Pipe of Smoke Monsters + W + 1 + common + + While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke. + + Source: Xanathar's Guide to Everything, p. 138 + + + Pole of Angling + W + 1 + common + + While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole. + + Source: Xanathar's Guide to Everything, p. 138 + + + Pole of Collapsing + W + 1 + common + + While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows. + + Source: Xanathar's Guide to Everything, p. 138 + + + Pot of Awakening + W + 1 + common + 10 + If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub (see the Monster Manual for statistics) at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing. + + Source: Xanathar's Guide to Everything, p. 138 + + + Rope of Mending + W + 1 + common + + You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. + + Source: Xanathar's Guide to Everything, p. 138 + + + Ruby of the War Mage + W + 1 + common (requires attunement by a spellcaster) + + Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. + + Source: Xanathar's Guide to Everything, p. 138 + + + Talking Doll + W + 1 + common (requires attunement) + + While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. + + Source: Xanathar's Guide to Everything, p. 139 + + + Tankard of Sobriety + W + 1 + common + + This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. + + Source: Xanathar's Guide to Everything, p. 139 + + + Veteran's Cane + W + 1 + common + + When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical. + + Source: Xanathar's Guide to Everything, p. 139 + + + Wand of Conducting + WD + 1 + common + 1 + This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed. + + Source: Xanathar's Guide to Everything, p. 140 + + + Wand of Pyrotechnics + WD + 1 + common + 1 + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. + + Source: Xanathar's Guide to Everything, p. 140 + 1d6+1 + + + Wand of Scowls + WD + 1 + common + 1 + This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of smiles. + + Source: Xanathar's Guide to Everything, p. 140 + + + Wand of Smiles + WD + 1 + common + 1 + This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of scowls. + + Source: Xanathar's Guide to Everything, p. 140 + + + + + Barbarian + + + + Primal Path: Path of the Ancestral Guardian + Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits, who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid. + Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits’ help, they can hinder their foes even as they strike powerful blows against them. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals. + + Source: Xanathar's Guide to Everything, p. 9 + + + + + Ancestral Protectors (Path of the Ancestral Guardian) + Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends. + + Source: Xanathar's Guide to Everything, p. 10 + + + + + Primal Path: Path of the Storm Herald + All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform their rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects. + Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in elite lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts. + + Source: Xanathar's Guide to Everything, p. 10 + + + + + Storm Aura (Path of the Storm Herald) + Starting at 3rd level, you emanate a stormy magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. + Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whatever you gain a level in this class. + if your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. + + Desert: When this affect is activated, all other creatures your aura take 2 fire damage each. The damage increases when you reach certain levels in his class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. + + Sea: When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level. + + Tundra: When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits try to inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. + + Source: Xanathar's Guide to Everything, p. 10 + + + + + Primal Path: Path of the Zealot + Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power. + A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good. + + Source: Xanathar's Guide to Everything, p. 11 + + + + + Divine Fury (Path of the Zealot) + Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature. + + Source: Xanathar's Guide to Everything, p. 11 + + + + + Warrior of the Gods (Path of the Zealot) + At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you. + + Source: Xanathar's Guide to Everything, p. 11 + + + + + Spirit Shield (Path of the Ancestral Guardian) + Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. + When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level. + + Source: Xanathar's Guide to Everything, p. 10 + + + + + Storm Soul (Path of the Storm Herald) + At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura. + + Desert: You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire. + + Sea: You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet. + + Tundra: You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube. + + Source: Xanathar's Guide to Everything, p. 10 + + + + + Fanatical Focus (Path of the Zealot) + Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage. + + Source: Xanathar's Guide to Everything, p. 11 + + + + + Consult the Spirits (Path of the Ancestral Guardian) + At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. + After you cast either spell in this way, you can't use this feature again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 10 + + + + + Shielding Storm (Path of the Storm Herald) + At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from, the Storm Soul feature while the creature is in your Storm Aura. + + Source: Xanathar's Guide to Everything, p. 10 + + + + + Zealous Presence (Path of the Zealot) + At 10th level, you learn to channel divine power to inspire zealotry in others. As an action, you unleash a battle cry infused with divine energy. Up to 10 other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 11 + + + + + Vengeful Ancestors (Path of the Ancestral Guardian) + At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents. + + Source: Xanathar's Guide to Everything, p. 10 + + + + + Raging Storm (Path of the Storm Herald) + At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura. + + Desert: Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level. + + Sea: When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature is knocked prone, as if struck by a wave. + + Tundra: Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn as magical frost covers it. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Xanathar's Guide to Everything, p. 11 + + + + + Rage Beyond Death (Path of the Zealot) + Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. + While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.. + + Source: Xanathar's Guide to Everything, p. 11 + + + + + Bard + + + + Bard College: College of Glamour + The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. + The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. The bards of this college are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors. + + Source: Xanathar's Guide to Everything, p. 14 + + + + + Mantle of Inspiration (College of Glamour) + When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. + As a bonus action, you can expend a use of Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of allies you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. + The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level. + + Source: Xanathar's Guide to Everything, p. 14 + + + + + Enthralling Performance (College of Glamour) + Starting at 3rd level, you can charge your performance with seductive, fey magic. + If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. + If a target succeeds on its save against this effect, the target has no hint that you tried to charm it. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Xanathar's Guide to Everything, p. 14 + + + + + Bard College: College of Swords + Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right. + Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks. + Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers. + + Source: Xanathar's Guide to Everything, p. 15 + + + + + Bonus Proficiencies (College of Swords) + When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar. + If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells. + + Source: Xanathar's Guide to Everything, p. 15 + + + + + Fighting Style (College of Swords) + At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again. + + Source: Xanathar's Guide to Everything, p. 15 + + + + + Fighting Style: Dueling (College of Swords) + When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + + Source: Xanathar's Guide to Everything, p. 15 + fighting style dueling + + + + + Fighting Style: Two-Weapon Fighting (College of Swords) + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + Source: Xanathar's Guide to Everything, p. 15 + + + + + Blade Flourish (College of Swords) + At 3rd level, you learn to perform impressive displays of martial prowess and speed. + Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn. + + Defensive Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.. + + Slashing Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die. + + Mobile Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Xanathar's Guide to Everything, p. 15 + + + + + Bard College: College of Whispers + Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. + Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards’ reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power. + + Source: Xanathar's Guide to Everything, p. 16 + + + + + Psychic Blades (College of Whispers) + When you join the College of Whispers at 3rd level, you gain the ability to magically make your weapon attacks toxic to a creature’s mind. + When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn. + The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level. + + Source: Xanathar's Guide to Everything, p. 16 + + + + + Words of Terror (College of Whispers) + At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. + If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for one hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. + If the target succeeds on its save, the target has no hint that you tried to frighten it. + Once you use this feature, you can’t use it again until you finish a short rest or long rest. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Xanathar's Guide to Everything, p. 16 + + + + + Mantle of Majesty (College of Glamour) + At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot. + Any creature charmed by you automatically fails its saving throw against the command you cast with this feature. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 14 + + + + + Extra Attack (College of Swords) + Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Xanathar's Guide to Everything, p. 15 + + + + + Mantle of Whispers (College of Whispers) + At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest. + You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. + While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual aquaitance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. + Another creature can see through this disguise but succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check, You gain a +5 bonus to your check. + Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 16 + + + + + Unbreakable Majesty (College of Glamour) + At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. + In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn but it has disadvantage on any saving throw it makes against your spells on your next turn. + Once you assume this majestic presence, you can’t do so again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 14 + + + + + Master's Flourish (College of Swords) + Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die. + + Source: Xanathar's Guide to Everything, p. 15 + + + + + Shadow Lore (College of Whispers) + At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears. + As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. + If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it. + The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. + When the effect ends, the creature has no understanding of why it held you in such fear. + Once you use this feature, you can’t use it again until you finish a long rest. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Xanathar's Guide to Everything, p. 16 + + + + + Cleric + + + + Divine Domain: Forge Domain + The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can transform from a lump of ore to a beautifully wrought object. Clerics of these deities quest to search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu. + + Forge Domain Spells + 1st — identify, searing smite + 3rd — heat metal, magic weapon + 5th — elemental weapon, protection from energy + 7th — fabricate, wall of fire + 9th — animate objects, creation + + Source: Xanathar's Guide to Everything, p. 18 + + + + + Bonus Proficiency (Forge Domain) + When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools. + + Source: Xanathar's Guide to Everything, p. 19 + + + + + Blessing of the Forge (Forge Domain) + At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 19 + + + + + Divine Domain: Grave Domain + Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse’s workings. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due. + + Grave Domain Spells + 1st — bane, false life + 3rd — gentle repose, ray of enfeeblement + 5th — revivify, vampiric touch + 7th — blight, death ward + 9th — antilife shell, raise dead + + Source: Xanathar's Guide to Everything, p. 19 + + + + + Circle of Mortality (Grave Domain) + At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. + In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action. + + Source: Xanathar's Guide to Everything, p. 20 + + + + + Eyes of the Grave (Grave Domain) + At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 20 + + + + + Channel Divinity: Artisan's Blessing (Forge Domain) + Starting at 2nd level, you can use your Channel Divinity to create simple items. + You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools. or another metal object (see chapter 5, "Equipment," in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. + The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. + The ritual can create an exact duplicate of a nonmagical item that contains metal, such as a copy of a key, if you possess the original during the ritual. + + Source: Xanathar's Guide to Everything, p. 19 + + + + + Channel Divinity: Path to the Grave (Grave Domain) + Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination. + As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn.. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of the attack’s damage, and then the curse ends. + + Source: Xanathar's Guide to Everything, p. 20 + + + + + Soul of the Forge (Forge Domain) + Starting at 6th level, your mastery of the forge grants you special abilities: + • You gain resistance to fire damage. + • While wearing heavy armor, you gain a +1 bonus to AC. + + Source: Xanathar's Guide to Everything, p. 19 + + + + + Sentinel at Death's Door (Grave Domain) + At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 20 + + + + + Divine Strike (Forge Domain) + At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Xanathar's Guide to Everything, p. 19 + + + + + Potent Spellcasting (Grave Domain) + Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. + + Source: Xanathar's Guide to Everything, p. 20 + + + + + Saint of Forge and Fire (Forge Domain) + At 17th level, your blessed affinity with fire and metal becomes more powerful: + • You gain immunity to fire damage. + • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. + + Source: Xanathar's Guide to Everything, p. 19 + + + + + Keeper of Souls (Grave Domain) + Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn. + + Source: Xanathar's Guide to Everything, p. 20 + + + + + Druid + + + + Druid Circle: Circle of Dreams + Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places where dream and reality blend together and where the weary can find rest. + + Source: Xanathar's Guide to Everything, p. 22 + + + + + Balm of the Summer Court (Circle of Dreams) + At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. + As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. + You regain all expended dice when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 22 + + + + + Druid Circle: Circle of the Shepherd + Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. + Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them. + + Source: Xanathar's Guide to Everything, p. 23 + + + + + Speech of the Woods (Circle of the Shepherd) + At 2nd level, you gain the ability to converse with beasts and many fey. + You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. + + Source: Xanathar's Guide to Everything, p. 23 + + + + + Spirit Totem (Circle of the Shepherd) + Starting at 2nd level, you gain the ability to call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. + As a bonus action, you can move the spirit up to 60 feet to a point you can see. + The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest. + The effect of the spirit’s aura depends on the type of spirit you summon from the options below. + + Bear Spirit: The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura. + + Hawk Spirit: The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura. + + Unicorn Spirit: The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell with a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level. + + Source: Xanathar's Guide to Everything, p. 23 + + + + + Hearth of Moonlight and Shadow (Circle of Dreams) + At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. + While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it. + The sphere vanishes at the end of the rest or when you leave the sphere. + + Source: Xanathar's Guide to Everything, p. 22 + + + + + Mighty Summoner (Circle of the Shepherd) + Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits: + + • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has. + + • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. + + Source: Xanathar's Guide to Everything, p. 24 + + + + + Hidden Paths (Circle of Dreams) + At 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 22 + + + + + Guardian Spirit (Circle of the Shepherd) + Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level. + + Source: Xanathar's Guide to Everything, p. 24 + + + + + Walker in Dreams (Circle of Dreams) + At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. + When you finish a short or long rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle. + This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 23 + + + + + Faithful Summons (Circle of the Shepherd) + Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required). + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 24 + + + + + Fighter + + + + Martial Archetype: Arcane Archer + An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. + + Source: Xanathar's Guide to Everything, p. 28 + + + + + Arcane Archer's Lore (Arcane Archer) + At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or druidcraft cantrip. + + Source: Xanathar's Guide to Everything, p. 28 + + + + + Arcane Shot (Arcane Archer) + At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see the “Arcane Shot Options” below). + Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. + You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter. + + Source: Xanathar's Guide to Everything, p. 28 + + + + + Martial Archetype: Cavalier + The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Drawn to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure. + + Source: Xanathar's Guide to Everything, p. 30 + + + + + Bonus Proficiency (Cavalier) + When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. + + Source: Xanathar's Guide to Everything, p. 30 + + + + + Born to the Saddle (Cavalier) + Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. + Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. + + Source: Xanathar's Guide to Everything, p. 30 + + + + + Unwavering Mark (Cavalier) + Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. + While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you. + In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level. + Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 30 + + + + + Martial Archetype: Samurai + The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting. + + Source: Xanathar's Guide to Everything, p. 31 + + + + + Bonus Proficiency (Samurai) + When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. + + Source: Xanathar's Guide to Everything, p. 31 + + + + + Fighting Spirit (Samurai) + Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of your current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. + You can use this feature three times, and you regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 31 + + + + + Magic Arrow (Arcane Archer) + At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. + + Source: Xanathar's Guide to Everything, p. 28 + + + + + Curving Shot (Arcane Archer) + At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. + + Source: Xanathar's Guide to Everything, p. 28 + + + + + Arcane Shot Option (3rd) + You gain an additional Arcane Shot option. + + Source: Xanathar's Guide to Everything, p. 28 + + + + + Warding Maneuver (Cavalier) + At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage. + You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 30 + + + + + Elegant Courtier (Samurai) + Starting at 7th level, your discipline and attention to detail allow you to excel in social situation. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. + Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). + + Source: Xanathar's Guide to Everything, p. 31 + wisdom + + + + + Arcane Shot Option (4th) + You gain an additional Arcane Shot option. + + Source: Xanathar's Guide to Everything, p. 28 + + + + + Hold the Line (Cavalier) + At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn. + + Source: Xanathar's Guide to Everything, p. 30 + + + + + Tireless Spirit (Samurai) + Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use. + + Source: Xanathar's Guide to Everything, p. 31 + + + + + Arcane Shot Option (5th) + You gain an additional Arcane Shot option. + + Source: Xanathar's Guide to Everything, p. 28 + + + + + Ever-Ready Shot (Arcane Archer) + Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it. + + Source: Xanathar's Guide to Everything, p. 28 + + + + + Ferocious Charger (Cavalier) + Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC * + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Xanathar's Guide to Everything, p. 31 + + + + + Rapid Strike (Samurai) + Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on the attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn. + + Source: Xanathar's Guide to Everything, p. 31 + + + + + Arcane Shot Option (6th) + You gain an additional Arcane Shot option. + + Source: Xanathar's Guide to Everything, p. 28 + + + + + Vigilant Defender (Cavalier) + Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make opportunity attacks, and you can’t use it on the same turn that you take your normal reaction. + + Source: Xanathar's Guide to Everything, p. 31 + + + + + Strength Before Death (Samurai) + Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three deaths saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 31 + + + + + Monk + + + + Monastic Tradition: Way of the Drunken Master + The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant but proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. + A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe. + + Source: Xanathar's Guide to Everything, p. 33 + + + + + Drunken Technique (Way of the Drunken Master) + At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. + + Source: Xanathar's Guide to Everything, p. 34 + + + + + Bonus Proficiencies (Way of the Drunken Master) + When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it. + + Source: Xanathar's Guide to Everything, p. 34 + + + + + Monastic Tradition: Way of the Kensei + Monks of the Way of Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons. + A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study. + + Source: Xanathar's Guide to Everything, p. 34 + + + + + Path of the Kensei (Way of the Kensei) + When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction on the deft strokes of calligraphy or painting. + You gain the following benefits: + + Kensei Weapons: Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above. + + Agile Parry: If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated. + + Kensei Shot: You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn. + + Way of the Brush: You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies. + + Source: Xanathar's Guide to Everything, p. 34 + + + + + Monastic Tradition: Way of the Sun Soul + Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature. + + Source: Sword Coast Adventurer's Guide, p. 131 + Xanathar's Guide to Everything, p. 35 + + + + + Radiant Sun Bolt (Way of the Sun Soul) + Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. + You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels — to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level. + When you use the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. + When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action. + + Source: Sword Coast Adventurer's Guide, p. 131 + Xanathar's Guide to Everything, p. 35 + + + + + Tipsy Sway (Way of the Drunken Master) + Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits. + + Leap to Your Feet: When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed. + + Redirect Attack: When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. + + Source: Xanathar's Guide to Everything, p. 34 + + + + + One with the Blade (Way of the Kensei) + At 6th level, you extend your ki into your kensei weapons, granting you the following benefits. + + Magic Kensei Weapons: Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + + Deft Strike: When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns. + + Source: Xanathar's Guide to Everything, p. 34 + + + + + Searing Arc Strike (Way of the Sun Soul) + At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action. + You can spend additional ki points to cast burning hands as a higher level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level. + + Source: Sword Coast Adventurer's Guide, p. 131 + Xanathar's Guide to Everything, p. 35 + + + + + Drunkard’s Luck (Way of the Drunken Master) + Starting at 11th level, you always seem to get a lucky bounce at just the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll. + + Source: Xanathar's Guide to Everything, p. 34 + + + + + Sharpen the Blade (Way of the Kensei) + At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls. + + Source: Xanathar's Guide to Everything, p. 35 + + + + + Searing Sunburst (Way of the Sun Soul) + At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. + Each creature in that 20-foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque. + You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6. + + Source: Sword Coast Adventurer's Guide, p. 131 + Xanathar's Guide to Everything, p. 35 + + + + + Intoxicated Frenzy (Way of the Drunken Master) + At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn. + + Source: Xanathar's Guide to Everything, p. 34 + + + + + Unerring Accuracy (Way of the Kensei) + At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns. + + Source: Xanathar's Guide to Everything, p. 35 + + + + + Sun Shield (Way of the Sun Soul) + At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. + If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier. + + Source: Sword Coast Adventurer's Guide, p. 131 + Xanathar's Guide to Everything, p. 35 + + + + + Paladin + + + + Sacred Oath: Oath of Conquest + The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. + Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness. + + Tenets of Conquest: A paladin who takes this oath has the tenets of conquest seared on the upper arm. + + Douse the Flame of Hope: It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire. + + Rule with an Iron Fist: Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow. + + Strength Above All: You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin. + + Oath Spells You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work. + 3rd — armor of Agathys, command + 5th — hold person, spiritual weapon + 9th — bestow curse, fear + 13th — dominate beast, stoneskin + 17th — cloudkill, dominate person. + + Source: Xanathar's Guide to Everything, p. 37 + + + + + + Channel Divinity: Conquering Presence (Oath of Conquest) + You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. + + Source: Xanathar's Guide to Everything, p. 38 + + + + + + Channel Divinity: Guided Strike (Oath of Conquest) + You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. + + Source: Xanathar's Guide to Everything, p. 38 + + + + + + Sacred Oath: Oath of Redemption + The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers. + While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption. + + Tenets of Redemption: + The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice. + + Peace: Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace. + + Innocence: All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path. + + Patience: Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish. + + Wisdom: Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just. + + Redemption Spells: + You gain oath spells at the paladin levels listed. + + 3rd — sanctuary, sleep + + 5th —calm emotions, hold person + + 9th — counterspell, hypnotic pattern + + 13th — Otiluke’s resilient sphere, stoneskin + + 17th — hold monster, wall of force + + Source: Xanathar's Guide to Everything, p. 38 + + + + + + Channel Divinity: Emissary of Peace (Oath of Redemption) + You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to the next Charisma (Persuasion) check you make within the next 10 minutes. + + Source: Xanathar's Guide to Everything, p. 39 + + + + + + Channel Divinity: Rebuke the Violent (Oath of Redemption) + You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful Save, it takes half as much damage. + + Source: Xanathar's Guide to Everything, p. 39 + + + + + + Aura of Conquest (Oath of Conquest) + Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura includes your space, extends 10 feet from you in every direction, but not through total cover. + If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. + At 18th level, the range of this aura increases to 30 feet. + + Source: Xanathar's Guide to Everything, p. 38 + + + + + + Aura of the Guardian (Oath of Redemption) + Starting at 7th level, you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way + At 18th level, the range of this aura increases to 30 feet. + + Source: Xanathar's Guide to Everything, p. 39 + + + + + + Scornful Rebuke (Oath of Conquest) + Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated. + + Source: Xanathar's Guide to Everything, p. 38 + + + + + + Protective Spirit (Oath of Redemption) + Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated. + + Source: Xanathar's Guide to Everything, p. 39 + + + + + + Invincible Conqueror (Oath of Conquest) + At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute: + + • You have resistance to all damage. + + • When you take the Attack action on your turn, you can make one additional attack as part of that action. + + • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 38 + + + + + + Emissary of Redemption (Oath of Redemption) + At 20th level, you become an avatar of peace, which gives you two benefits: + + • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects). + + • Whenever a creature damages you, it takes radiant damage equal to half the amount you take from the attack. + If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 39 + + + + + Ranger + + + + Ranger Archetype: Gloom Stalker + Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. + + Source: Xanathar's Guide to Everything, p. 41 + + + + + + Gloom Stalker Magic (Gloom Stalker) + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. + + 3rd—disguise self + 5th—rope trick + 9th—fear + 13th—greater invisibility + 17th—seeming + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Dread Ambusher (Gloom Stalker) + At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. + At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Umbral Sight (Gloom Stalker) + At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. + You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Ranger Archetype: Horizon Walker + Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Horizon Walker Magic (Horizon Walker) + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. + + 3rd — protection from evil and good + 5th — misty step + 9th — haste + 13th — banishment + 17th — teleportation circle + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Detect Portal (Horizon Walker) + At 3rd level, you gain the ability to magically sense the presence of planar portals. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. + Once you use this feature, you can’t use it again until you finish a short or long rest. + See the "Planar Travel" section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Planar Warrior (Horizon Walker) + At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Ranger Archetype: Monster Slayer + You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Monster Slayer Magic (Monster Slayer) + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you but doesn’t count against the number of ranger spells you know. + + 3rd — protection from evil and good + 5th — zone of truth + 9th — magic circle + 13th — banishment + 17th — hold monster + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Hunter's Sense (Monster Slayer) + At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Slayer's Prey (Monster Slayer) + Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. + This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Iron Mind (Gloom Stalker) + By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). + + Source: Xanathar's Guide to Everything, p. 42 + Wisdom + + + + + + Ethereal Step (Horizon Walker) + At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Supernatural Defense (Monster Slayer) + At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Stalker's Flurry (Gloom Stalker) + At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Distant Strike (Horizon Walker) + At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Magic-User's Nemesis (Monster Slayer) + At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against you spell save DC, or its spell or teleport fails and is wasted. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Shadowy Dodge (Gloom Stalker) + Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Spectral Defense (Horizon Walker) + At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Slayer’s Counter (Monster Slayer) + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + Rogue + + + + Roguish Archetype: Inquisitive + As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils. + + Source: Xanathar's Guide to Everything, p. 45 + + + + + + Ear for Deceit (Inquisitive) + When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to sense if a creature is lying, treat a roll of 7 or lower on the d20 as an 8. + + Source: Xanathar's Guide to Everything, p. 45 + + + + + + Eye for Detail (Inquisitive) + Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover and decipher clues. + + Source: Xanathar's Guide to Everything, p. 46 + + + + + + Insightful Fighting (Inquisitive) + At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that creature even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. + This benefit lasts for 1 minute or until you successfully use this feature against a different target. + + Source: Xanathar's Guide to Everything, p. 46 + + + + + + Roguish Archetype: Mastermind + Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 46 + + + + + + Master of Intrigue (Mastermind) + When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. + Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 46 + + + + + + Master of Tactics (Mastermind) + Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 46 + + + + + + Roguish Archetype: Scout + You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world. + + Source: Xanathar's Guide to Everything, p. 47 + + + + + + Skirmisher (Scout) + Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. + + Source: Xanathar's Guide to Everything, p. 47 + + + + + + Survivalist (Scout) + When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. + + Source: Xanathar's Guide to Everything, p. 47 + nature, survival + Nature+%0 + survival + prof + + + + + + Roguish Archetype: Swashbuckler + You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts. While other warriors are brutes clad in heavy armor, your method of fighting looks more like performance. Duelists and pirates typically belong to this archetype. + A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 47 + + + + + + Fancy Footwork (Swashbuckler) + When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 47 + + + + + + Rakish Audacity (Swashbuckler) + Starting at 3rd level, your unmistakable confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. + You also gain an additional way to use your Sneak Attack: you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you + + Source: Sword Coast Adventurer's Guide, p. 136 + Xanathar's Guide to Everything, p. 47 + + + + + + Steady Eye (Inquisitive) + Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn. + + Source: Xanathar's Guide to Everything, p. 46 + + + + + + Insightful Manipulator (Mastermind) + Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: + + • Intelligence score + • Wisdom score + • Charisma score + • Class levels (if any) + + At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 46 + + + + + + Superior Mobility (Scout) + At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. + + Source: Xanathar's Guide to Everything, p. 47 + speed + 10 + + + + + + Panache (Swashbuckler) + At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. + If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. + If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Sword Coast Adventurer's Guide, p. 136 + Xanathar's Guide to Everything, p. 47 + + + + + + Unerring Eye (Inquisitive) + Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 46 + + + + + + Misdirection (Mastermind) + Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 46 + + + + + + Ambush Master (Scout) + Starting at 13th level, you excel at leading ambushes and acting first in a fight. + You have advantage on initiative rolls. In addition, the first creature you hit during the first round of combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn. + + Source: Xanathar's Guide to Everything, p. 47 + + + + + + Elegant Maneuver (Swashbuckler) + Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. + + Source: Sword Coast Adventurer's Guide, p. 136 + Xanathar's Guide to Everything, p. 47 + + + + + + Eye for Weakness (Inquisitive) + At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6. + + Source: Xanathar's Guide to Everything, p. 46 + + + + + + Soul of Deceit (Mastermind) + Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. + Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can’t be compelled to tell the truth by magic. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 46 + + + + + + Sudden Strike (Scout) + Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn. + + Source: Xanathar's Guide to Everything, p. 47 + + + + + + Master Duelist (Swashbuckler) + Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest. + + Source: Sword Coast Adventurer's Guide, p. 136 + Xanathar's Guide to Everything, p. 47 + + + + + Sorcerer + + + + Sorcerous Origin: Divine Soul + Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. + A Divine Soul, with a natural magnetism, is seen as a threat to some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine. + In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations. + + Source: Xanathar's Guide to Everything, p. 50 + + + + + + Divine Magic (Divine Soul) + Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. + In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list. + + Affinity—Spell: + Good—cure wounds + Evil—inflict wounds + Law—bless + Chaos—bane + Neutrality—protection from evil and good + + Source: Xanathar's Guide to Everything, p. 50 + + + + + + Favored by the Gods (Divine Soul) + Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 50 + + + + + + Sorcerous Origin: Shadow Magic + You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it. + The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the following table to create a unique quirk for your character. + + d6—Quirk: + 1—You are always icy cold to the touch. + + 2—When you are asleep, you don’t appear to breathe (though you must still breathe to survive). + + 3—You don’t seem to bleed, even when badly injured. + + 4—Your heart beats once per minute. This event sometimes surprises you. + + 5—You have trouble remembering that living creatures and corpses should be treated differently. + + 6—You blinked. Once. Last week. + + Source: Xanathar's Guide to Everything, p. 50 + + + + + + Eyes of the Dark (Shadow Magic) + Starting at 1st level, you have darkvision with a range of 120 feet. + When you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell. + + Source: Xanathar's Guide to Everything, p. 51 + + + + + + Strength of the Grave (Shadow Magic) + Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5+the damage taken). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. + After the saving throw succeeds, you can’t use this feature again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 51 + + + + + + Sorcerous Origin: Storm Sorcery + Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn Whatever the case, the magic of the storm permeates your being. + Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 51 + + + + + + Wind Speaker (Storm Sorcery) + The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 52 + + + + + + Tempestuous Magic (Storm Sorcery) + Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 52 + + + + + + Empowered Healing (Divine Soul) + Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you roll dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn. + + Source: Xanathar's Guide to Everything, p. 50 + + + + + + Hound of Ill Omen (Shadow Magic) + At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics with the following changes: + + • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast. + + • It appears with a number of temporary hit points equal to half your sorcerer level. + + • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object. + + • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound. + + The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound makes opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet if the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes. + + Source: Xanathar's Guide to Everything, p. 51 + + + + + + Heart of the Storm (Storm Sorcery) + At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 52 + + + + + + Storm Guide (Storm Sorcery) + At 6th level, you gain the ability to subtly control the weather around you. + If it is raining, you can use an action to cause the rain to stop falling in a 20-foot radius centered on you. You can end this effect as a bonus action. + If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 52 + + + + + + Otherworldly Wings (Divine Soul) + Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action. + The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality. + + Source: Xanathar's Guide to Everything, p. 50 + + + + + + Shadow Walk (Shadow Magic) + At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. + + Source: Xanathar's Guide to Everything, p. 51 + + + + + + Storm's Fury (Storm Sorcery) + Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 52 + + + + + + Unearthly Recovery (Divine Soul) + At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 50 + + + + + + Umbral Form (Shadow Magic) + Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. + You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. + + Source: Xanathar's Guide to Everything, p. 51 + + + + + + Wind Soul (Storm Sorcery) + At 18th level, you gain immunity to lightning and thunder damage. + You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 52 + + + + + Warlock + + + + Otherworldly Patron: The Celestial + Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, or unicorn or to another entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. + Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world. + + Expanded Spell List: + The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + 1st — cure wounds, guiding bolt + 2nd — flaming sphere, lesser restoration + 3rd — daylight, revivify + 4th — guardian of faith, wall of fire + 5th — flame strike, greater restoration. + + Source: Xanathar's Guide to Everything, p. 54 + + + + + + Bonus Cantrips (The Celestial) + At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. + + Source: Xanathar's Guide to Everything, p. 54 + + + + + + Healing Light (The Celestial) + At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. + As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. + Your pool regains all expended dice when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 54 + + + + + + Otherworldly Patron: The Hexblade + You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, several of which have spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. + Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends. + + Expanded Spell List: + The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + 1st — shield, wrathful smite + 2nd — blur, branding smite + 3rd — blink, elemental weapon + 4th — phantasmal killer, staggering smite + 5th — Banishing smite, cone of cold + + Source: Xanathar's Guide to Everything, p. 55 + + + + + + Hexblade’s Curse (Hexblade) + Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: + + • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. + + • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. + + • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier. + + You can’t use this feature again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 55 + + + + + + Hex Warrior (Hexblade) + At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. + The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type. + + Source: Xanathar's Guide to Everything, p. 55 + + + + + + Radiant Soul (The Celestial) + Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets. + + Source: Xanathar's Guide to Everything, p. 55 + + + + + + Accursed Specter (Hexblade) + Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to attack equal to your Charisma modifier (minimum of +0). + The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. + Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 56 + + + + + + Celestial Resilience (The Celestial) + Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier. + + Source: Xanathar's Guide to Everything, p. 55 + + + + + + Armor of Hexes (Hexblade) + At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. + + Source: Xanathar's Guide to Everything, p. 56 + + + + + + Searing Vengeance (The Celestial) + Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up, if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 55 + + + + + + Master of Hexes (Hexblade) + Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature + + Source: Xanathar's Guide to Everything, p. 56 + + + + + Wizard + + + + Arcane Tradition: War Magic + A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for a wizard to bolster their own defenses. + Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any flimsy piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them. + In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: "What good is being able to throw a mighty fireball if I die before I can cast it?" + + Source: Xanathar's Guide to Everything, p. 59 + + + + + + Arcane Deflection (War Magic) + At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or fail a Constitution saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. + When you use this feature, you can’t cast spells other than cantrips until the end of your next turn. + + Source: Xanathar's Guide to Everything, p. 59 + + + + + + Tactical Wit (War Magic) + Starting at 2nd level, your ability to quickly assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. + + Source: Xanathar's Guide to Everything, p. 60 + + + + + + Power Surge (War Magic) + Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge. + You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge. + Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level. + + Source: Xanathar's Guide to Everything, p. 60 + + + + + + Durable Magic (War Magic) + Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws. + + Source: Xanathar's Guide to Everything, p. 60 + + + + + + Deflecting Shroud (War Magic) + At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level. + + Source: Xanathar's Guide to Everything, p. 60 + + + + + + + Bountiful Luck + Halfling + Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor! + Whenever an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. + When you use this ability, you can't use your Lucky racial trait before the end of your next turn. + + Source: Xanathar's Guide to Everything, p. 73 + + + Dragon Fear (Charisma) + Dragonborn + When angered, you radiate menace. You gain the following benefits: + + • Increase your Charisma score by 1, up to a maximum of 20. + + • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. + + Source: Xanathar's Guide to Everything, p. 74 + charisma +1 + + + Dragon Fear (Constitution) + Dragonborn + When angered, you radiate menace. You gain the following benefits: + + • Increase your Constitution score by 1, up to a maximum of 20. + + • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. + + Source: Xanathar's Guide to Everything, p. 74 + constitution +1 + + + Dragon Fear (Strength) + Dragonborn + When angered, you radiate menace. You gain the following benefits: + + • Increase your Strength score by 1, up to a maximum of 20. + + • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. + + Source: Xanathar's Guide to Everything, p. 74 + strength +1 + + + Dragon Hide (Charisma) + Dragonborn + You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: + + • Increase your Charisma score by 1, up to a maximum of 20. + + • Your scales harden; while you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. + + • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + Source: Xanathar's Guide to Everything, p. 74 + charisma +1 + + + Dragon Hide (Constitution) + Dragonborn + You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: + + • Increase your Constitution score by 1, up to a maximum of 20. + + • Your scales harden; while you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. + + • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + Source: Xanathar's Guide to Everything, p. 74 + constitution +1 + + + Dragon Hide (Strength) + Dragonborn + You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: + + • Increase your Strength score by 1, up to a maximum of 20. + + • Your scales harden; while you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. + + • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + Source: Xanathar's Guide to Everything, p. 74 + strength +1 + + + Drow High Magic + Elf (drow) + You learn more of the spells typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells. + + Source: Xanathar's Guide to Everything, p. 74 + + + Dwarven Fortitude + Dwarf + You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: + + • Increase your Constitution score by 1, to a maximum of 20. + + • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). + + Source: Xanathar's Guide to Everything, p. 74 + constitution +1 + + + Elven Accuracy (Charisma) + Elf + The accuracy of elves is legendary, especially that of elf archers and spellcasters. You gain the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. + + Source: Xanathar's Guide to Everything, p. 74 + charisma +1 + + + Elven Accuracy (Dexterity) + Elf + The accuracy of elves is legendary, especially that of elf archers and spellcasters. You gain the following benefits: + + • Increase your Dexterity score by 1, to a maximum of 20. + + • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. + + Source: Xanathar's Guide to Everything, p. 74 + dexterity +1 + + + Elven Accuracy (Intelligence) + Elf + The accuracy of elves is legendary, especially that of elf archers and spellcasters. You gain the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. + + Source: Xanathar's Guide to Everything, p. 74 + intelligence +1 + + + Elven Accuracy (Wisdom) + Elf + The accuracy of elves is legendary, especially that of elf archers and spellcasters. You gain the following benefits: + + • Increase your Wisdom score by 1, to a maximum of 20. + + • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. + + Source: Xanathar's Guide to Everything, p. 74 + wisdom +1 + + + Fade Away (Dexterity) + Gnome + You can draw on your magical heritage to escape danger. You gain the following benefits: + + • Increase your Dexterity score by 1, up to a maximum of 20. + + • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 74 + dexterity +1 + + + Fade Away (Intelligence) + Gnome + You can draw on your magical heritage to escape danger. You gain the following benefits: + + • Increase your Intelligence score by 1, up to a maximum of 20. + + • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 74 + intelligence +1 + + + Fey Teleportation (Charisma) + Elf (high) + Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You learn to speak, read, and write Sylvan. + + • You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. + + Source: Xanathar's Guide to Everything, p. 74 + charisma +1 + + + Fey Teleportation (Intelligence) + Elf (high) + Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You learn to speak, read, and write Sylvan. + + • You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. + + Source: Xanathar's Guide to Everything, p. 74 + intelligence +1 + + + Flames of Phlegethos (Charisma) + Tiefling + You learn to call on hellfire to serve your commands. You gain the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. + + • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. + + Source: Xanathar's Guide to Everything, p. 74 + charisma +1 + + + Flames of Phlegethos (Intelligence) + Tiefling + You learn to call on hellfire to serve your commands. You gain the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. + + • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. + + Source: Xanathar's Guide to Everything, p. 74 + intelligence +1 + + + Infernal Constitution + Tiefling + Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits: + + • Increase your Constitution score by 1, up to a maximum of 20. + + • You have resistance to cold and poison damage. + + • You have advantage on saving throws against being poisoned. + + Source: Xanathar's Guide to Everything, p. 75 + constitution +1 + + + Orcish Fury (Constitution) + Half-Orc + Your fury burns tirelessly. You gain the following benefits: + + • Increase your Constitution score by 1, up to a maximum of 20. + + • When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest. + + • Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. + + Source: Xanathar's Guide to Everything, p. 75 + constitution +1 + + + Orcish Fury (Strength) + Half-Orc + Your fury burns tirelessly. You gain the following benefits: + + • Increase your Strength score by 1, up to a maximum of 20. + + • When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest. + + • Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. + + Source: Xanathar's Guide to Everything, p. 75 + strength +1 + + + Prodigy + Half-Elf or Human + You have a knack for learning new things. You gain the following benefits: + + • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. + + • Choose one skill in which you have proficiency. You gain expertise in that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefitting from a feature, such as Expertise, that doubles your proficiency bonus. + + Source: Xanathar's Guide to Everything, p. 75 + + + Second Chance (Charisma) + Halfling + Fortune favors you when someone tries to strike you. You gain the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t do so again until you roll initiative at the start of combat or until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 75 + charisma +1 + + + Second Chance (Constitution) + Halfling + Fortune favors you when someone tries to strike you. You gain the following benefits: + + • Increase your Constitution score by 1, to a maximum of 20. + + • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t do so again until you roll initiative at the start of combat or until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 75 + constitution +1 + + + Second Chance (Dexterity) + Halfling + Fortune favors you when someone tries to strike you. You gain the following benefits: + + • Increase your Dexterity score by 1, to a maximum of 20. + + • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t do so again until you roll initiative at the start of combat or until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 75 + dexterity +1 + + + Squat Nimbleness (Dexterity) + Dwarf or a Small race + You are uncommonly nimble for your race. You gain the following benefits: + + • Increase your Dexterity score by 1, to a maximum of 20. + + • Increase your walking speed by 5 feet. + + • You gain proficiency in the Acrobatics or Athletics skill (your choice). + + • You have advantage on any Strength 9Athletics) or Dexterity (Acrobatics) check you makes to escape from being grappled. + + Source: Xanathar's Guide to Everything, p. 75 + dexterity +1 + speed + 5 + + + Squat Nimbleness (Strength) + Dwarf or a Small race + You are uncommonly nimble for your race. You gain the following benefits: + + • Increase your Strength score by 1, to a maximum of 20. + + • Increase your walking speed by 5 feet. + + • You gain proficiency in the Acrobatics or Athletics skill (your choice). + + • You have advantage on any Strength 9Athletics) or Dexterity (Acrobatics) check you makes to escape from being grappled. + + Source: Xanathar's Guide to Everything, p. 75 + strength +1 + speed + 5 + + + Wood Elf Magic + Elf (wood) + You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells. + + Source: Xanathar's Guide to Everything, p. 75 + + + + + Abi-Dalzim’s Horrid Wilting + 8 + N + NO + + 150 feet + V, S, M (a bit of sponge) + Instantaneous + Sorcerer, Wizard + You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one. + + Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly. + + + + Source: Xanathar's Guide to Everything, p. 150 + Elemental Evil Player's Companion, p. 15 + Princes of the Apocalypse, p. 233 + 12d8 + + + Absorb Elements + 1 + A + NO + + Self + S + 1 round + Druid, Fighter (Eldritch Knight), Ranger, Sorcerer, Wizard + The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. + + Source: Xanathar's Guide to Everything, p. 150 + Elemental Evil Player's Companion, p. 15 + Princes of the Apocalypse, p. 233 + 1d6 + + + Aganazzar’s Scorcher + 2 + EV + NO + + 30 feet + V, S, M (a red dragon’s scale) + Instantaneous + Fighter (Eldritch Knight), Sorcerer, Wizard + A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. + + Source: Xanathar's Guide to Everything, p. 150 + Elemental Evil Player's Companion, p. 15 + Princes of the Apocalypse, p. 233 + 3d8 + + + Banishing Arrow + 1 + A + NO + + + + + Fighter (Arcane Archer) + You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. + After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it. + + Source: Xanathar's Guide to Everything, p. 29 + + + Beast Bond + 1 + D + NO + + Touch + V, S, M (a bit of fur wrapped in a cloth) + Concentration, up to 10 minutes + Druid, Ranger + You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see. + + Source: Xanathar's Guide to Everything, p. 150 + Elemental Evil Player's Companion, p. 15 + Princes of the Apocalypse, p. 233 + + + Beguiling Arrow + 1 + EN + NO + + + + + Fighter (Arcane Archer) + Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. + The psychic damage increases to 4d6 when you reach 18th level in this class. + + Source: Xanathar's Guide to Everything, p. 29 + + + Bones of the Earth + 6 + T + NO + + 120 feet + V, S + Instantaneous + Druid + You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand. + + If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. + + If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it. + + At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th. + + Source: Xanathar's Guide to Everything, p. 150 + Elemental Evil Player's Companion, p. 15 + Princes of the Apocalypse, p. 233 + + + Bursting Arrow + 1 + EV + NO + + + + + Fighter (Arcane Archer) + You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage. + The force damage increases to 4d6 when you reach 18th level in this class. + + Source: Xanathar's Guide to Everything, p. 29 + + + Catapult + 1 + T + NO + + 60 feet + S + Instantaneous + Sorcerer, Wizard + Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st. + + Source: Xanathar's Guide to Everything, p. 150 + Elemental Evil Player's Companion, p. 15 + Princes of the Apocalypse, p. 233 + 3d8 + + + Catnap + 3 + EN + NO + + 30 feet + S, M (a pinch of sand) + 10 minutes + Bard, Rogue (Arcane Trickster), Sorcerer, Wizard + You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd. + + Source: Xanathar's Guide to Everything, p. 151 + + + Cause Fear + 1 + N + NO + + 60 feet + V + Concentration, up to 1 minute + Warlock, Wizard + You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. + + Source: Xanathar's Guide to Everything, p. 151 + + + Ceremony + 1 + A + YES + + Touch + V, S, M (25 gp worth of powdered silver, which the spell consumes) + Instantaneous + Cleric, Paladin + You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. + + Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. + + Bless Water: You touch one vial of water and cause it to become holy water. + + Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. + + Dedication: You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. + + Funeral Rite: You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell. + + Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed. + + Source: Xanathar's Guide to Everything, p. 151 + + + Ceremony (Ritual Only) + 1 + A + YES + + Touch + V, S, M (25 gp worth of powdered silver, which the spell consumes) + Instantaneous + Ritual Caster + You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. + + Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. + + Bless Water: You touch one vial of water and cause it to become holy water. + + Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. + + Dedication: You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. + + Funeral Rite: You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell. + + Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed. + + On spell lists: Cleric, Paladin + + Source: Xanathar's Guide to Everything, p. 151 + + + Chaos Bolt + 1 + EV + NO + + 120 feet + V, S + Instantaneous + Sorcerer + You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the type of damage, as shown below. + + 1 — Acid + 2 — Cold + 3 — Fire + 4 — Force + 5 — Lightning + 6 — Poison + 7 — Psychic + 8 — Thunder + + If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. + A creature can be targeted only once by this mass of chaotic energy. + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above first. + + Source: Xanathar's Guide to Everything, p. 151 + 2d8 + + + Charm Monster + 4 + EN + NO + + 30 feet + V, S + 1 hour + Bard, Druid, Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard + You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you. + + At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. + + Source: Xanathar's Guide to Everything, p. 151 + + + Control Flames + 0 + T + NO + + 60 feet + S + Instantaneous or 1 hour (see below) + Druid, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard + You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: + + You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. + You instantaneously extinguish the flames within the cube. + You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. + You cause simple shapes — such as the vague form of a creature, an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for 1 hour. + If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action. + + Source: Xanathar's Guide to Everything, p. 152 + Elemental Evil Player's Companion, p. 16 + Princes of the Apocalypse, p. 234 + + + Control Winds + 5 + T + NO + + 300 feet + V, S + Concentration, up to 1 hour + Druid, Sorcerer, Wizard + You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted. + + Gusts: A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. + + Downdraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. + + Updraft: You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Xanathar's Guide to Everything, p. 152 + Elemental Evil Player's Companion, p. 16 + Princes of the Apocalypse, p. 234 + + + Create Bonfire + 0 + C + NO + + 60 feet + V, S + Concentration, up to 1 minute + Druid, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard + You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. + + The bonfire ignites flammable objects in its area that aren’t being worn or carried. + + The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). + + Source: Xanathar's Guide to Everything, p. 152 + Elemental Evil Player's Companion, p. 16 + Princes of the Apocalypse, p. 234 + 1d8 + + + Create Homunculus + 6 + T + NO + + Touch + V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp) + Instantaneous + Wizard + While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell’s other components and touch them, transforming them into a special construct called a homunculus. + + The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means before then, except by the homunculus’s death. + + You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails. + + Source: Xanathar's Guide to Everything, p. 152 + + + Crown of Stars + 7 + EV + NO + + Self + V, S + 1 hour + Sorcerer, Warlock, Wizard + + Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. + + If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius. + + At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th. + + Source: Xanathar's Guide to Everything, p. 152 + + + Danse Macabre + 5 + N + NO + + 60 feet + V, S + Concentration, up to 1 hour + Warlock, Wizard + + Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. + + You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. + + The creatures are under your control until the spell ends, after which they become inanimate once more. + + At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th. + + Source: Xanathar's Guide to Everything, p. 153 + + + Dawn + 5 + EV + NO + + 60 feet + V, S, M (a sunburst pendant worth at least 100 gp) + Concentration, up to 1 minute + Cleric, Wizard + + The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. + + When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. + + If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. + + + + Source: Xanathar's Guide to Everything, p. 153 + + + Dragon’s Breath + 2 + T + NO + + Touch + V, S, M (a hot pepper) + Concentration, up to 1 minute + Sorcerer, Wizard + + You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. + + + + Source: Xanathar's Guide to Everything, p. 154 + + + Druid Grove + 6 + A + NO + + Touch + V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon) + 24 hours + Druid + + You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. + + The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. + + The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled. + + Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air. + + Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds. + + Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible. + + Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area: + + A constant gust of wind in two locations of your choice + Spike growth in one location of your choice + Wind wall in two locations of your choice + To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless. + + Source: Xanathar's Guide to Everything, p. 154 + + + Dust Devil + 2 + C + NO + + 60 feet + V, S, M (a pinch of dust) + Concentration, up to 1 minute + Druid, Sorcerer, Wizard + Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. + + Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn’t pushed. + + As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. + + Source: Xanathar's Guide to Everything, p. 154 + Elemental Evil Player's Companion, p. 17 + Princes of the Apocalypse, p. 235 + 1d8 + + + Earth Tremor + 1 + EV + NO + + 10 feet + V, S + Instantaneous + Bard, Druid, Fighter (Eldritch Knight), Sorcerer, Wizard + You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Xanathar's Guide to Everything, p. 155 + Elemental Evil Player's Companion, p. 17 + Princes of the Apocalypse, p. 235 + 1d6 + + + Earthbind + 2 + T + NO + + 300 feet + V + Concentration, up to 1 minute + Druid, Sorcerer, Warlock, Wizard + Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends. + + + + Source: Xanathar's Guide to Everything, p. 154 + Elemental Evil Player's Companion, p. 17 + Princes of the Apocalypse, p. 235 + + + Elemental Bane + 4 + T + NO + + 90 feet + V, S + Concentration, up to 1 minute + Druid, Warlock, Wizard + Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends. + + At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. + + + + Source: Xanathar's Guide to Everything, p. 155 + Elemental Evil Player's Companion, p. 17 + Princes of the Apocalypse, p. 235 + 2d6 + + + Enemies Abound + 3 + EN + NO + + 120 feet + V, S + Concentration, up to 1 minute + Bard, Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard + + You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. + + Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. + + Source: Xanathar's Guide to Everything, p. 155 + + + Enervation + 5 + N + NO + + 60 feet + V, S + Concentration, up to 1 minute + Sorcerer, Warlock, Wizard + A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. + + Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes. + + At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. + + Source: Xanathar's Guide to Everything, p. 155 + + + Enfeebling Arrow + 1 + N + NO + + + + + Fighter (Arcane Archer) + You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. + The necrotic damage increases to 4d6 when you reach 18th level in this class. + + Source: Xanathar's Guide to Everything, p. 29 + + + Erupting Earth + 3 + T + NO + + 120 feet + V, S, M (a piece of obsidian) + Instantaneous + Druid, Sorcerer, Wizard + Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. + + Source: Xanathar's Guide to Everything, p. 155 + Elemental Evil Player's Companion, p. 17 + Princes of the Apocalypse, p. 235 + 3d12 + + + Far Step + 5 + C + NO + + Self + V + Concentration, up to 1 minute + Sorcerer, Warlock, Wizard + You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again. + + + + Source: Xanathar's Guide to Everything, p. 155 + + + Find Greater Steed + 4 + C + NO + + 30 feet + V, S + Instantaneous + Paladin + You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. + + You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. + + The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. + + You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. + + Whenever the mount disappears, it leaves behind any objects it was wearing or carrying. + + Source: Xanathar's Guide to Everything, p. 156 + + + Frostbite + 0 + EV + NO + + 60 feet + V, S + Instantaneous + Druid, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard + You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. + + The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). + + Source: Xanathar's Guide to Everything, p. 156 + Elemental Evil Player's Companion, p. 18 + Princes of the Apocalypse, p. 236 + 1d6 + + + Grasping Arrow + 1 + C + NO + + + + + Fighter (Arcane Archer) + When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. + The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class. + + Source: Xanathar's Guide to Everything, p. 29 + + + Guardian of Nature + 4 + T + NO + + Self + V + Concentration, up to 1 minute + Druid, Ranger + A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree. + + Primal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits: + + •Your walking speed increases by 10 feet. + You gain darkvision with a range of 120 feet. + •You make Strength-based attack rolls with advantage. + •Your melee weapon attacks deal an extra 1d6 force damage on a hit. + + Great Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits: + + •You gain 10 temporary hit points. + •You make Constitution saving throws with advantage. + •You make Dexterity- and Wisdom-based attack rolls with advantage. + •While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies. + + Source: Xanathar's Guide to Everything, p. 157 + + + Gust + 0 + T + NO + + 30 feet + V, S + Instantaneous + Druid, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard + You seize the air and compel it to create one of the following effects at a point you can see within range: + + •One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. + •You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. + •You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze. + + Source: Xanathar's Guide to Everything, p. 157 + Elemental Evil Player's Companion, p. 19 + Princes of the Apocalypse, p. 236 + + + Healing Spirit + 2 + C + NO + + 60 feet + V, S + Concentration, up to 1 minute + Druid, Ranger + You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). + + Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. + + As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. + + Source: Xanathar's Guide to Everything, p. 157 + + + Holy Weapon + 5 + EV + NO + + Touch + V, S + Concentration, up to 1 hour + Cleric, Paladin + You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. + + As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success. + + Source: Xanathar's Guide to Everything, p. 157 + + + Ice Knife + 1 + C + NO + + 60 feet + S, M (a drop of water or a piece of ice) + Instantaneous + Druid, Sorcerer, Wizard + You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. + + + + Source: Xanathar's Guide to Everything, p. 157 + Elemental Evil Player's Companion, p. 19 + Princes of the Apocalypse, p. 237 + 1d10 + 2d6 + + + Illusory Dragon + 8 + I + NO + + 120 feet + S + Concentration, up to 1 minute + Wizard + By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature. + + When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success. + + As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one. + + The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath. + + Source: Xanathar's Guide to Everything, p. 157 + + + Immolation + 5 + EV + NO + + 90 feet + V + Concentration, up to 1 minute + Sorcerer, Wizard + Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means. + + If damage from this spell kills a target, the target is turned to ash. + + + + Source: Xanathar's Guide to Everything, p. 158 + Elemental Evil Player's Companion, p. 19 + Princes of the Apocalypse, p. 237 + 7d6 + 3d6 + + + Infernal Calling + 5 + C + NO + + 90 feet + V, S, M (a ruby worth at least 999 gp) + Concentration, up to 1 hour + Warlock, Wizard + Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends. + + The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics. + + On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command — such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen” — until it completes the activity, at which point it returns to you to report having done so. + + If your concentration ends before the spell reaches its full duration, the devil doesn’t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears. + + If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required. + + At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. + + Source: Xanathar's Guide to Everything, p. 158 + + + Infestation + 0 + C + NO + + 30 feet + V, S, M (a living flea) + Instantaneous + Druid, Sorcerer, Warlock, Wizard + You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move. + + The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). + + Source: Xanathar's Guide to Everything, p. 158 + 1d6 + 1d8 + + + Investiture of Flame + 6 + T + NO + + Self + V, S + Concentration, up to 10 minutes + Druid, Sorcerer, Warlock, Wizard + Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits: + + •You are immune to fire damage and have resistance to cold damage. + + • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage. + + • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. + + Source: Xanathar's Guide to Everything, p. 158 + Elemental Evil Player's Companion, p. 19 + Princes of the Apocalypse, p. 237 + 1d10 + 4d8 + + + Investiture of Ice + 6 + T + NO + + Self + V, S + Concentration, up to 10 minutes + Druid, Sorcerer, Warlock, Wizard + Until the spell ends, ice rimes your body, and you gain the following benefits: + + • You are immune to cold damage and have resistance to fire damage. + + • You can move across difficult terrain created by ice or snow without spending extra movement. + + • The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. + + • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. + + Source: Xanathar's Guide to Everything, p. 159 + Elemental Evil Player's Companion, p. 19 + Princes of the Apocalypse, p. 237 + 4d6 + + + Investiture of Stone + 6 + T + NO + + Self + V, S + Concentration, up to 10 minutes + Druid, Sorcerer, Warlock, Wizard + Until the spell ends, bits of rock spread across your body, and you gain the following benefits: + + • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. + + • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone. + + • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + Source: Xanathar's Guide to Everything, p. 159 + Elemental Evil Player's Companion, p. 19 + Princes of the Apocalypse, p. 237 + + + Investiture of Wind + 6 + T + NO + + Self + V, S + Concentration, up to 10 minutes + Druid, Sorcerer, Warlock, Wizard + Until the spell ends, wind whirls around you, and you gain the following benefits: + + • Ranged weapon attacks made against you have disadvantage on the attack roll. + + • You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it. + + • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube. + + Source: Xanathar's Guide to Everything, p. 160 + Elemental Evil Player's Companion, p. 20 + Princes of the Apocalypse, p. 238 + 2d10 + + + Invulnerability + 9 + A + NO + + Self + V, S, M (a small piece of adamantine worth at least 500 gp, which the spell consumes) + Concentration, up to 10 minutes + Wizard + You are immune to all damage until the spell ends. + + Source: Xanathar's Guide to Everything, p. 160 + + + Life Transference + 3 + N + NO + + 30 feet + V, S + Instantaneous + Cleric, Wizard + You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. + + Source: Xanathar's Guide to Everything, p. 160 + + + Maddening Darkness + 8 + EV + NO + + 150 feet + V, M (a drop of pitch mixed with a drop of mercury) + Concentration, up to 10 minutes + Warlock, Wizard + Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area. + + Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. + + Source: Xanathar's Guide to Everything, p. 160 + + + Maelstrom + 5 + EV + NO + + 120 feet + V, S, M (paper or leaf in the shape of a funnel) + Concentration, up to 1 minute + Druid + A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center. + + Source: Xanathar's Guide to Everything, p. 160 + Elemental Evil Player's Companion, p. 20 + Princes of the Apocalypse, p. 238 + 6d6 + + + Magic Stone + 0 + T + NO + + Touch + V, S + 1 minute + Druid, Warlock + You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone. + + If you cast this spell again, the spell ends on any pebbles still affected by your previous casting. + + + + Source: Xanathar's Guide to Everything, p. 160 + Elemental Evil Player's Companion, p. 20 + Princes of the Apocalypse, p. 238 + 1d6+SPELL + + + Mass Polymorph + 9 + T + NO + + 120 feet + V, S, M (a caterpillar cocoon) + Concentration, up to 1 hour + Bard, Sorcerer, Wizard + 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 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 challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. + + Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. + + The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. + + The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment. + + Source: Xanathar's Guide to Everything, p. 160 + + + Maximilian’s Earthen Grasp + 2 + T + NO + + 30 feet + V, S, M (a miniature hand sculpted from clay) + Concentration, up to 1 minute + Sorcerer, Wizard + You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. + + As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. + + To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. + + As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Xanathar's Guide to Everything, p. 161 + Elemental Evil Player's Companion, p. 20 + Princes of the Apocalypse, p. 238 + 2d6 + + + Melf’s Minute Meteors + 3 + EV + NO + + Self + V, S, M (niter, sulfur, and pine tar formed into a bead) + Concentration, up to 10 minutes + Fighter (Eldritch Knight), Sorcerer, Wizard + You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd. + + Source: Xanathar's Guide to Everything, p. 161 + Elemental Evil Player's Companion, p. 20 + Princes of the Apocalypse, p. 238 + 2d6 + + + Mental Prison + 6 + I + NO + + 60 feet + S + Concentration, up to 1 minute + Sorcerer, Warlock, Wizard + You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends. + + + + Source: Xanathar's Guide to Everything, p. 161 + + + Mighty Fortress + 8 + C + NO + + 1 mile + V, S, M (a diamond worth at least 500 gp, which the spell consumes) + Instantaneous + Wizard + A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises. + + The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall. + + A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress. + + A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell. + + The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion. + + After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground. + + Casting this spell on the same spot once every 7 days for a year makes the fortress permanent. + + Source: Xanathar's Guide to Everything, p. 161 + + + Mind Spike + 2 + D + NO + + 60 feet + S + Concentration, up to 1 hour + Sorcerer, Warlock, Wizard + You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. + + + + Source: Xanathar's Guide to Everything, p. 162 + + + Mold Earth + 0 + T + NO + + 30 feet + S + Instantaneous or 1 hour (see below) + Druid, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard + You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: + + • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t involve enough force to cause damage. + + • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. + + • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. + + If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. + + Source: Xanathar's Guide to Everything, p. 162 + Elemental Evil Player's Companion, p. 21 + Princes of the Apocalypse, p. 238 + + + Negative Energy Flood + 5 + N + NO + + 60 feet + V, M (a broken bone and a square of black silk) + Instantaneous + Warlock, Wizard + You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. + + If you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points. + + Source: Xanathar's Guide to Everything, p. 163 + + + Piercing Arrow + 1 + T + NO + + + + + Fighter (Arcane Archer) + You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. + The piercing damage increases to 2d6 when you reach 18th level in this class. + + Source: Xanathar's Guide to Everything, p. 29 + + + Power Word Pain + 7 + EN + NO + + 60 feet + V + Instantaneous + Sorcerer, Warlock, Wizard + You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. + + While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. + + A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends. + + Source: Xanathar's Guide to Everything, p. 163 + + + Primal Savagery + 0 + T + NO + + Self + S + Instantaneous + Druid + You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal. + + The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). + + Source: Xanathar's Guide to Everything, p. 163 + 1d10 + + + Primordial Ward + 6 + A + NO + + Self + V, S + Concentration, up to 1 minute + Druid + You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. + + When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends. + + + + Source: Xanathar's Guide to Everything, p. 163 + Elemental Evil Player's Companion, p. 21 + Princes of the Apocalypse, p. 239 + + + Psychic Scream + 9 + EN + NO + + 90 feet + S + Instantaneous + Bard, Sorcerer, Warlock, Wizard + You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. + + Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. + + A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends. + + Source: Xanathar's Guide to Everything, p. 163 + + + Pyrotechnics + 2 + T + NO + + 60 feet + V, S + Instantaneous + Bard, Sorcerer, Wizard + Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so. + + Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn. + + Smoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Source: Xanathar's Guide to Everything, p. 163 + Elemental Evil Player's Companion, p. 21 + Princes of the Apocalypse, p. 239 + + + Scatter + 6 + C + NO + + 30 feet + V + Instantaneous + Sorcerer, Warlock, Wizard + The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor. + + Source: Xanathar's Guide to Everything, p. 164 + + + Seeking Arrow + 1 + D + NO + + + + + Fighter (Arcane Archer) + Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. + The force damage increases to 2d6 when you reach 18th level in this class. + + Source: Xanathar's Guide to Everything, p. 29 + + + Shadow Arrow + 1 + I + NO + + + + + Fighter (Arcane Archer) + You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. + The psychic damage increases to 4d6 when you reach 18th level in this class. + + Source: Xanathar's Guide to Everything, p. 29 + + + Shadow Blade + 2 + I + NO + + Self + V, S + Concentration, up to 1 minute + Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard + 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 2d8 psychic 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. + + At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. + + Source: Xanathar's Guide to Everything, p. 164 + + + Shadow of Moil + 4 + N + NO + + Self + V, S, M (an undead eyeball encased in a gem worth at least 150 gp) + Concentration, up to 1 minute + Warlock + Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. + + Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage. + + + + Source: Xanathar's Guide to Everything, p. 164 + + + Shape Water + 0 + T + NO + + 30 feet + S + Instantaneous or 1 hour (see below) + Druid, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard + You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: + + • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. + + • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.: + + • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. + + • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. + + If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. + + Source: Xanathar's Guide to Everything, p. 164 + Elemental Evil Player's Companion, p. 21 + Princes of the Apocalypse, p. 239 + + + Sickening Radiance + 4 + EV + NO + + 120 feet + V, S + Concentration, up to 10 minutes + Fighter (Eldritch Knight), Sorcerer, Warlock, Wizard + Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends. + + When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends. + + Source: Xanathar's Guide to Everything, p. 164 + + + Skill Empowerment + 5 + T + NO + + Touch + V, S + Concentration, up to 1 hour + Bard, Sorcerer, Wizard + Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. + + You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus. + + Source: Xanathar's Guide to Everything, p. 165 + + + Skywrite + 2 + T + YES + + Sight + V, S + Concentration, up to 1 hour + Bard, Druid, Wizard + You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early. + + Source: Xanathar's Guide to Everything, p. 165 + Elemental Evil Player's Companion, p. 22 + Princes of the Apocalypse, p. 240 + + + Skywrite (Ritual Only) + 2 + T + YES + + Sight + V, S + Concentration, up to 1 hour + Ritual Caster + You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early. + + On spell lists: Bard, Druid, Wizard + + Source: Xanathar's Guide to Everything, p. 165 + Elemental Evil Player's Companion, p. 22 + Princes of the Apocalypse, p. 240 + + + Snare + 1 + A + NO + + Touch + S, M (25 feet of rope, which the spell consumes) + 8 hours + Druid, Ranger, Wizard + As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. + + This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. + + The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. + + A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. + + After the trap is triggered, the spell ends when no creature is restrained by it. + + Source: Xanathar's Guide to Everything, p. 165 + + + Snilloc’s Snowball Swarm + 2 + EV + NO + + 90 feet + V, S, M (a piece of ice or a small white rock chip) + Instantaneous + Fighter (Eldritch Knight), Sorcerer, Wizard + A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. + + Source: Xanathar's Guide to Everything, p. 165 + Elemental Evil Player's Companion, p. 21 + Princes of the Apocalypse, p. 240 + 3d6 + + + Soul Cage + 6 + N + NO + + 60 feet + V, S, M (a tiny silver cage worth 100 gp) + 8 hours + Warlock, Wizard + This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived. + + Steal Life: You can use a bonus action to drain vigor from the soul and regain 2d8 hit points. + + Query Soul: You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. + + Borrow Experience: You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost. + + Eyes of the Dead: You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses. + + A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged. + + + + Source: Xanathar's Guide to Everything, p. 165 + + + Spare the Dying (Grave Domain) + 0 + N + NO + + 30 feet + V, S + Instantaneous + Cleric (Grave) + You target a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. + + Source: Player's Handbook, p. 277 (spell) + Xanathar's Guide to Everything, p. 20 (class feature) + + + Steel Wind Strike + 5 + C + NO + + 30 feet + S, M (a melee weapon worth at least 1 sp) + Instantaneous + Ranger, Wizard + You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. + + You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. + + Source: Xanathar's Guide to Everything, p. 166 + + + Storm Sphere + 4 + EV + NO + + 150 feet + V, S + Concentration, up to 1 minute + Fighter (Eldritch Knight), Sorcerer, Wizard + A 20-foot-radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. + + Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. + + Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. + + At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th. + + Source: Xanathar's Guide to Everything, p. 166 + Elemental Evil Player's Companion, p. 22 + 2d6 + 4d6 + + + Summon Greater Demon + 4 + C + NO + + 60 feet + V, S, M (a vial of blood from a humanoid killed within the past 24 hours) + Concentration, up to 1 hour + Warlock, Wizard + You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends. + + Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. + + At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points. + + 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 demon can’t cross the circle or harm it, and it 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 5th level or higher, the challenge rating increases by 1 for each slot level above 4th. + + + + Source: Xanathar's Guide to Everything, p. 166 + + + Summon Lesser Demons + 3 + C + NO + + 60 feet + V, S, M (a vial of blood from a humanoid killed within the past 24 hours) + Concentration, up to 1 hour + Warlock, Wizard + You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears. + + d6 — 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 manes or 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. + + Source: Xanathar's Guide to Everything, p. 167 + + + Synaptic Static + 5 + EN + NO + + 120 feet + V, S + Instantaneous + Bard, Sorcerer, Warlock, Wizard + You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. + + After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. + + Source: Xanathar's Guide to Everything, p. 167 + + + Temple of the Gods + 7 + C + NO + + 120 feet + V, S, M (a holy symbol worth at least 5 gp) + 24 hours + Cleric + You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting. + + You make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door. + + The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild. + + The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll. + + In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells. + + Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point). + + The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly. + + Casting this spell on the same spot every day for a year makes this effect permanent. + + Source: Xanathar's Guide to Everything, p. 167 + + + Tenser's Transformation + 6 + T + NO + + Self + V, S, M (a few hairs from a bull) + Concentration, up to 10 minutes + Wizard + You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits: + + • You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost. + + • You have advantage on attack rolls that you make with simple and martial weapons. + + • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage. + + • You have proficiency with all armor, shields, simple weapons, and martial weapons. + + • You have proficiency in Strength and Constitution saving throws. + + • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. + + Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. + + Exhaustion: + Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. + + Level — Effect: + 1 —Disadvantage on ability checks + 2 —Speed halved + 3 —Disadvantage on attack rolls and saving throws + 4 —Hit point maximum halved + 5 —Speed reduced to 0 + 6 —Death + + If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description. + A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. + An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. + Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. + + Source: Xanathar's Guide to Everything, p. 168 + + + Thunder Step + 3 + C + NO + + 90 feet + V + Instantaneous + Sorcerer, Warlock, Wizard + You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. + + You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. + + Source: Xanathar's Guide to Everything, p. 168 + + + Thunderclap + 0 + EV + NO + + 5 feet + S + Instantaneous + Bard, Druid, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard + You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage. + + The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). + + Source: Xanathar's Guide to Everything, p. 168 + Elemental Evil Player's Companion, p. 22 + Princes of the Apocalypse, p. 240 + 1d6 + + + Tidal Wave + 3 + C + NO + + 120 feet + V, S, M (a drop of water) + Instantaneous + Druid, Sorcerer, Wizard + You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Xanathar's Guide to Everything, p. 168 + Elemental Evil Player's Companion, p. 22 + Princes of the Apocalypse, p. 240 + 4d8 + + + Tiny Servant + 3 + T + NO + + Touch + V, S + 8 hours + Wizard + 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 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. + + Source: Xanathar's Guide to Everything, p. 168 + + + Toll the Dead + 0 + N + NO + + 60 feet + V, S + Instantaneous + Cleric, Warlock, Wizard + You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. + + The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). + + Source: Xanathar's Guide to Everything, p. 169 + 1d8 + 1d12 + + + Transmute Rock + 5 + T + NO + + 120 feet + V, S, M (clay and water) + Until dispelled + Druid, Wizard + You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects. + + Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration. + + The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. + + If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. + + Transmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Xanathar's Guide to Everything, p. 169 + Elemental Evil Player's Companion, p. 22 + Princes of the Apocalypse, p. 240 + 4d8 + + + Vitriolic Sphere + 4 + EV + NO + + 150 feet + V, S, M (a drop of giant slug bile) + Instantaneous + Fighter (Eldritch Knight), Sorcerer, Wizard + You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. + + At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th. + + Source: Xanathar's Guide to Everything, p. 170 + Elemental Evil Player's Companion, p. 23 + Princes of the Apocalypse, p. 241 + 10d4 + 5d4 + + + Wall of Light + 5 + EV + NO + + 120 feet + V, S, M (a hand mirror) + Concentration, up to 10 minutes + Sorcerer, Warlock, Wizard + A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. + + When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. + + A creature that ends its turn in the wall’s area takes 4d8 radiant damage. + + Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends. + + At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. + + + + Source: Xanathar's Guide to Everything, p. 170 + + + Wall of Sand + 3 + EV + NO + + 90 feet + V, S, M (a handful of sand) + Concentration, up to 10 minutes + Fighter (Eldritch Knight), Wizard + You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there. + + + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Source: Xanathar's Guide to Everything, p. 170 + Elemental Evil Player's Companion, p. 23 + Princes of the Apocalypse, p. 241 + + + Wall of Water + 3 + EV + NO + + 60 feet + V, S, M (a drop of water) + Concentration, up to 10 minutes + Druid, Fighter (Eldritch Knight), Sorcerer, Wizard + You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. + + Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. + + + + Source: Xanathar's Guide to Everything, p. 170 + Volo's Guide to Monsters, p. 116 + Elemental Evil Player's Companion, p. 23 + Princes of the Apocalypse, p. 241 + + + Warding Wind + 2 + EV + NO + + Self + V + Concentration, up to 10 minutes + Bard, Druid, Fighter (Eldritch Knight), Sorcerer, Wizard + A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. + + The wind has the following effects: + + • It deafens you and other creatures in its area. + + • It extinguishes unprotected flames in its area that are torch-sized or smaller. + + • It hedges out vapor, gas, and fog that can be dispersed by strong wind. + + • The area is difficult terrain for creatures other than you. + + • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind. + + Source: Xanathar's Guide to Everything, p. 170 + Elemental Evil Player's Companion, p. 23 + Princes of the Apocalypse, p. 241 + + + Watery Sphere + 4 + C + NO + + 90 feet + V, S, M (a droplet of water) + Concentration, up to 1 minute + Druid, Sorcerer, Wizard + You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. + + Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. + + The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. + + As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw. + + When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Xanathar's Guide to Everything, p. 170 + Elemental Evil Player's Companion, p. 23 + Princes of the Apocalypse, p. 241 + + + Whirlwind + 7 + EV + NO + + 300 feet + V, M (a piece of straw) + Concentration, up to 1 minute + Druid, Sorcerer, Wizard + A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. + + A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. + + A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 _ 10 feet away from it in a random direction. + + + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Xanathar's Guide to Everything, p. 171 + Elemental Evil Player's Companion, p. 24 + Princes of the Apocalypse, p. 242 + 10d6 + + + Word of Radiance + 0 + EV + NO + + 5 feet + V, M (a holy symbol) + Instantaneous + Cleric + You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. + + The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). + + Source: Xanathar's Guide to Everything, p. 171 + + + Wrath of Nature + 5 + EV + NO + + 120 feet + V, S + Concentration, up to 1 minute + Druid, Ranger + You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends. + + Grasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies. + + Trees: At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches. + + Roots and Vines: At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success. + + Rock:. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone. + + Source: Xanathar's Guide to Everything, p. 171 + + + Zephyr Strike + 1 + T + NO + + Self + V + Concentration, up to 1 minute + Ranger + You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks. + + Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. + + Source: Xanathar's Guide to Everything, p. 171 + + + Invocation: Aspect of the Moon + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Pact of the Tome feature + + You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch. + + Source: Xanathar's Guide to Everything, p. 56 + + + Invocation: Cloak of Flies + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 5th level + + As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it with a bonus action. + The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage). + Once you use this invocation, you can’t use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 56 + + + Invocation: Eldritch Smite + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 5th level, Pact of the Blade feature + + Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller. + + Source: Xanathar's Guide to Everything, p. 56 + + + Invocation: Ghostly Gaze + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 7th level + + As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. + Once you use this invocation, you can’t use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 56 + + + Invocation: Gift of the Depths + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 5th level + + You can breathe underwater, and you gain a swimming speed equal to your walking speed. + You can also cast waterbreathing once without expending a spell slot. You regain the ability to do so when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 57 + + + Invocation: Gift of the Ever-Living Ones + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Pact of the Chain feature + + Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you. + + Source: Xanathar's Guide to Everything, p. 57 + + + Invocation: Grasp of Hadar + 0 + NO + + + + + Eldritch Invocations + Prerequisite: eldritch blast cantrip + + Once during your turn when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to you. + + Source: Xanathar's Guide to Everything, p. 57 + + + Invocation: Improved Pact Weapon + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Pact of the Blade feature + + You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. + In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. + Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. + + Source: Xanathar's Guide to Everything, p. 57 + + + Invocation: Lance of Lethargy + 0 + NO + + + + + Eldritch Invocations + Prerequisite: eldritch blast cantrip + + Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn. + + Source: Xanathar's Guide to Everything, p. 57 + + + Invocation: Maddening Hex + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 5th level, hex spell or a warlock feature that curses + + As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you. + + Source: Xanathar's Guide to Everything, p. 57 + + + Invocation: Relentless Hex + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 7th level, hex spell or a warlock feature that curses + + Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target. + + Source: Xanathar's Guide to Everything, p. 57 + + + Invocation: Shroud of Shadow + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 15th level + + You can cast invisibility at will, without expending a spell slot. + + Source: Xanathar's Guide to Everything, p. 57 + + + Invocation: Tomb of Levistus + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 5th level + + As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take this damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. + Once you use this invocation, you can’t use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 57 + + + Invocation: Trickster's Escape + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 7th level + + You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 57 + + + + + Hound of Ill Omen + M + monstrosity + unaligned + 14 (natural armor) + 37 (5d10+10) + 50 ft. + 1715153127 + + Perception +3, Stealth +4 + + + + + + 13 + + 1 + + Source + Xanathar's Guide to Everything, p. 51 + + + Keen Hearing and Smell + The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The hound has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Shadowy Form + The Hound of Ill Omen can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object. + + + Relentless Tracker + When summoned, the Hound of Ill Omen targets one creature you can see. At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Bite|5|2d6+3 + + + + + + Tiny Servant + T + construct + unaligned + 15 (natural armor) + 10 (4d4) + 30 ft., climb 30 ft. + 416102101 + + + + + poison, psychic + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + 10 + + 0 + + Source + Xanathar's Guide to Everything, p. 169 + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) bludgeoning damage. + Slam|5|1d4+3 + + + + +