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Ffolk craft durable sailing vessels that can handle even the roughest waters in the Moonshae Isles. Norlanders use longships of their own design for extended voyages, raids, and whaling expeditions. These longships are renowned for their speed. During whaling expeditions, these longships frequently carry up to three Whaleboats. Rusted warriors conduct raids using mighty warships. Queen Forfallen and her allies strengthen these hulking vessels by adding rusty metal plates to their hulls. Whaleboats are light, specialized craft deployed when Norlander longship crews spot their quarry. They carry six rowers and a single harpooner armed with spears. A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function. A Mechanical Wonder is a dormant object until activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind it, you must take the Utilize action each turn. Once wound, a Mechanical Wonder remains activated for the duration specified in the wonder’s description. This wagon-sized vehicle is made of brassy metal and has a spiral-shaped propeller atop it. Its midsection is open on two sides. Once wound, the gyrocopter wonder remains active for 8 hours. While active, the gyrocopter can be used as a vehicle; it requires one pilot. The gyrocopter wonder is a Huge object that weighs 500 pounds and has the following statistics: AC 14, HP 50, Speed 5 ft., and Fly Speed 20 ft. The gyrocopter can bear up to 2,000 pounds of cargo; if it bears any more than this, it deactivates. Eight spectral cords are mounted to the inside of the cargo bay. A creature riding in the gyrocopter wonder can take a Utilize action to attach itself to or detach itself from one of these cords. A creature attached to a cord can leap from the gyrocopter wonder and glide, moving up to 5 feet horizontally for every 1 foot it descends in the air. If a creature attached to a cord is ever more than 500 feet away from the gyrocopter, the cord immediately disappears and returns to the wonder. A creature subjected to Deathdance must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. Humanoids automatically succeed on this save. The creature also has the Incapacitated condition while Poisoned in this way, as it thrashes uncontrollably. A creature subjected to Prespra must succeed on a DC 11 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The creature also has the Blinded condition while Poisoned in this way. The creature repeats the save at the start of each of its turns, taking 3 (1d6) Poison damage on a failed save. On a successful save, the effect ends for the creature. A creature subjected to Ulcrun must succeed on a DC 15 Constitution saving throw or take 21 (6d6) Poison damage and gain 1 Exhaustion level. A creature subjected to Yellow Death makes a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) Poison damage and has the Poisoned condition for 1 minute. On a successful save, the creature takes half as much damage only. This immaculately cut sixty-sided diamond fits in one hand, yet it contains an entire genie empire. The Calimemnon Crystal was made by high elf magic to imprison the notorious genie lords Calim and Memnon, who once ruled and warred over what is now Calimshan. When viewed by a creature with Truesight, the normally beautiful diamond is a grotesque sight: trapped within the gemstone are more than a hundred genies, including the physical forms of Calim and Memnon. The genies scream and strain in agonized fury, pressing their belligerent faces against the walls of their crystal line prison. While attuned to the crystal, you gain the following benefits: Arcane Focus. You can use the Calimemnon Crystal as an Arcane Focus. Flight. You have a Fly Speed of 30 feet and can hover. Spells. You can cast these spells with the crystal (spell save DC 18): Create or Destroy Water, Enlarge/Reduce, Invisibility (targeting yourself only), and Major Image. The temperature drops precipitously in a 20-foot Emanation originating from the crystal. Whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature takes (2d6) Cold damage. A creature takes this damage only once per turn. While attuned to the crystal, you are unaffected by the aura, and you can take a Magic action to disable or enable the aura. While holding the crystal, you can take a Magic action to fire six rays of volatile energy from the crystal at one or more creatures within 60 feet. You can aim the rays at one target or at several. For each ray, choose one of the following effects: Damage Ray. The target makes a DC 18 Dexterity saving throw, taking (6d6 + 6) Radiant damage on a failed save or half as much damage on a successful one. Healing Ray. The target regains 2d6 + 2 Hit Points. This property can't be used again until the next dawn. The Artifact has the following random properties: The Calimemnon Crystal is destroyed if the creature attuned to it casts the Wish spell and wishes the crystal destroyed. Nothing else can harm it. When the crystal is destroyed, all the genies in the crystal are released. The Crown of Horns contains the essence and intelligence of Myrkul, one of the Dead Three. This ghastly crown is a pale silver circlet with four curved bones set around its rim. On the crown's brow is set a black diamond whose depths swirl with weird, malignant energy. Myrkul created the Crown of Horns at the height of his power. When Myrkul was slain by Mystra, he imbued the crown with his dying essence. Myrkul has since returned to become one of the Dead Three, and the Crown of Horns continues to further his gruesome will by seeking out mortal agents and gradually transforming them into powerful Undead scions. Should a wearer prove unworthy of this honor, the crown teleports away to find a new mortal to corrupt for its master. The crown is cursed. Attuning to the crown extends the curse to you. Only a Wish spell or the will of Myrkul can remove this curse. As long as you remain cursed, the following properties apply to you: Bound. You are unwilling to part with the crown, wearing it at all times, and you can't voluntarily end your Attunement to the crown. Cruel. Your alignment becomes Neutral Evil. Doomed. You slowly transform into a monstrous servant of Myrkul over the course of 365 days. During that time, the transformation is purely cosmetic; these cosmetic changes slowly fade if you end Attunement to the crown before completing the transformation. When the transformation is complete, you become a Lich under the DM's control. Each time you use this Artifact's Cone of Undeath or Myrkul's Hand benefit, there is a 10 percent cumulative chance that you instantly complete this transformation. You can take a Magic action to unleash a wave of unholy light in a 60-foot Cone. Each creature in the Cone makes a DC 18 Constitution saving throw, taking (4d8) Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by Cone of Undeath rises at the start of your next turn as a Specter that follows your verbal orders. You have Immunity to Necrotic damage. While wearing the crown, you emit an aura of terrifying energy in a 60-foot Emanation. A creature that enters this area for the first time on a turn or starts its turn there must succeed on a DC 16 Wisdom saving throw or have the Frightened condition. A Frightened target must use its movement on its turns to get as far away as possible from you, moving by the safest route. If you damage a Frightened target or if a Frightened target ends its turn more than 120 feet away from you, the target can repeat the Wisdom save, ending the condition on itself on a success. A creature that succeeds on the save against this effect is immune to it for 1 minute, after which it can be affected again. The aura is inactive while you have the Incapacitated condition. You can activate or deactivate the aura as a Bonus Action. While wearing the crown, you can cast the Power Word Kill spell (save DC 18) from it. A Humanoid killed by this spell rises at the start of your next turn as a Wraith that follows your verbal orders. Once you use the crown to cast this spell, you can't cast it again from the crown until the next dawn. While wearing the crown, you can cast the Teleport spell. The crown can also cast this spell of its own free will. Once the spell has been cast using the crown, it can't be cast again until 7 days have passed. The Artifact has the following random properties: The Crown of Horns is a sentient Neutral Evil Artifact with an Intelligence of 10, a Wisdom of 16, and a Charisma of 19. It has hearing and Darkvision out to 120 feet. The crown communicates telepathically with its wearer and knows Common. Personality. The crown contains the essence of Myrkul and exists to spread that god's will, which is to slay the living, raise the dead, and sow fear across the Material Plane. The crown urges its wearer to spread dread and destruction wherever possible. The crown is destroyed if it is worn by Myrkul's successor, Kelemvor, while he sits on the throne of Myrkul's former realm, the Bone Castle. When you attune to this pin, choose a Harper persona, including an alignment and a creature type. While wearing this pin, you register as that persona when targeted by magic to determine your creature type, alignment, or location. The type of pin determines its rarity and effects. Silver Harper Pin. When you attune to this pin, you can devise a general line of thought of 25 words or fewer. While you wear this pin, a creature that reads your thoughts detects your preprogrammed line of thought instead. A creature that takes the Study action while reading your thoughts makes a DC 13 Intelligence (Investigation) check. On a successful check, it becomes aware that the detected thoughts are preprogrammed. Golden Harper Pin. While wearing this pin, you can cast the Nondetection spell on yourself. The duration of this spell is permanent until you disable the effect (no action required), you remove the pin, or you are no longer attuned to the pin. A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function. A Mechanical Wonder is a dormant object until activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind it, you must take the Utilize action each turn. Once wound, a Mechanical Wonder remains activated for the duration specified in the wonder’s description. A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function. A Mechanical Wonder is a dormant object until activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind it, you must take the Utilize action each turn. Once wound, a Mechanical Wonder remains activated for the duration specified in the wonder’s description. An activated flying wonder uses the Flying Wonder stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. The flying wonder is destroyed if it drops to 0 Hit Points. A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function. A Mechanical Wonder is a dormant object until activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind it, you must take the Utilize action each turn. Once wound, a Mechanical Wonder remains activated for the duration specified in the wonder’s description. While inactive, the mobility wonder resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the mobility wonder transforms into a personal transport device and remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it. A wizard named Damara created this orb while devising a way to become a dragon. Aided by a mysterious magician (actually an aspect of Tiamat in disguise), Damara eventually created an Artifact that would enable him to achieve his dream. Yet the potential power of his creation terrified Damara so much that he dared not use the orb. Instead, the wizard entombed himself with the Artifact to seal it away. The Orb of Damara is about 6 inches in diameter and is made of a glassy, iridescent material that's like obsidian but incredibly hard. If held to one's own lips with the intention of consuming it, the orb shrinks to the size of a grape. While attuned to the orb, you gain the following benefits: Dragon's Breath. You can take a Magic action to exhale a 15-foot Cone. When you do, choose Acid, Cold, Fire, Lightning, or Poison. Each creature in the Cone makes a DC 18 Dexterity saving throw, taking 6d6 damage of the chosen type on a failed save or half as much damage on a successful one. Fear Aura. You exude a terrifying aura in a 20-foot Emanation while you don't have the Incapacitated condition. You can take a Magic action to disable or enable this aura. Any enemy that starts its turn in the aura must succeed on a DC 18 Wisdom saving throw or have the Frightened condition until the start of its next turn. A creature that succeeds on this save is immune to the aura's effects for 24 hours. Flight. You have a Fly Speed of 60 feet and can hover. The Artifact has the following random properties: The orb has 6 charges and regains 1d4 + 2 expended charges daily at dawn. While attuned to the orb, you can cast one of the spells on the following table from it (+10 spell attack modifier, spell save DC 18). The table indicates how many charges you must expend to cast the spell. If you swallow the orb, you transform into an adult chromatic dragon under the DM's control. The type of chromatic dragon depends on your alignment and personality and is left to the DM to decide. The transformation is permanent, but if the dragon is slain, its body reverts to its original form and the orb reappears outside its body. If an Ancient Gold Dragon willingly swallows the orb, the orb and the dragon are both destroyed. This heavy tome is bound in dragonhide and reinforced with thick bands of cold iron. The original copies were made by wyrmspeakers of the Cult of the Dragon and bear that cult's symbol on their cover. The Tome of the Dragon contains the secret ritual to transform a dragon or a dead dragon's body into a dracolich. To decipher and use the Tome of the Dragon, you must be either a spellcaster with at least two level 5 spell slots or a Dragon. A single assistant (or more, at the DM's discretion) can help you conduct the ritual, so long as that assistant also meets the requirements to use the tome. To create a dracolich using a Tome of the Dragon, you must have continuous access to the body of an adult or ancient dragon (either living or dead), as well as 80,000 GP worth of supplies (which includes a gem that will serve as the anchor for the dracolich's spirit). While you have the necessary materials, you must conduct a ritual that lasts 180 days divided by the number of creatures conducting the ritual. During the ritual, you and any assistants must work without interruption, resting no more than 8 hours per day. If you are a Dragon, the cost of supplies and the ritual's duration are halved. When the ritual is complete, the tome explodes with violet light, dealing (12d6) Necrotic damage to you and each assistant. If this damage reduces a creature to 0 Hit Points, the creature is killed and immediately reanimates as a Zombie under the DM's control. At the end of the ritual, the target transforms into a Dracolich. If the ritual's target was a living dragon, that dragon dies instantly, and its spirit is transferred to the gem supplied for the ritual. If the target was a dead dragon's body, the body reanimates, and the gem is inhabited by an evil dragon spirit from the Outer Planes. The dracolich is under no obligation toward its creators and acts according to its nature. Tiny Construct, Unaligned Increased Carrying Capacity. The wonder can carry up to 100 pounds. Wind-Up Operation. The wonder has the Unconscious condition until another creature winds it with the wonder's unique key for 1 minute. Once wound, the wonder operates for 24 hours or until a creature touches the wonder with its key as a Utilize action to deactivate it, after which the wonder has the Unconscious condition until it is wound again. Chime. The wonder chirps a merry, metronomic tune. The wonder chooses one ally that it can see within 60 feet. Until the start of the wonder's next turn, the target has Advantage on the next ability check it makes with a Musical Instrument or Tinker's Tools. Sprint. The wonder takes the Dash action. A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function. A Mechanical Wonder is a dormant object until activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind it, you must take the Utilize action each turn. Once wound, a Mechanical Wonder remains activated for the duration specified in the wonder’s description. An activated flying wonder uses the Flying Wonder stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. The flying wonder is destroyed if it drops to 0 Hit Points. The wonder can carry up to 100 pounds. The wonder has the Unconscious condition until another creature winds it with the wonder's unique key for 1 minute. Once wound, the wonder operates for 24 hours or until a creature touches the wonder with its key as a Utilize action to deactivate it, after which the wonder has the Unconscious condition until it is wound again. The wonder chirps a merry, metronomic tune. The wonder chooses one ally that it can see within 60 feet. Until the start of the wonder's next turn, the target has Advantage on the next ability check it makes with a Musical Instrument or Tinker's Tools. The wonder takes the Dash action.Ffolk Sailing Ship Summary
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+ Armor Class: 15 (wood) Cargo: 100 tons
+ Hit Points: 400 Crew: 20
+ Damage Threshold: 20 Passengers: 20
+ Speed: 2 mph Cost: 20,000 gp Norlander Longship Summary
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+ Armor Class: 17 (wood) Cargo: 10 tons
+ Hit Points: 300 Crew: 50
+ Damage Threshold: 15 Passengers: 100
+ Speed: 6 mph Cost: 20,000 gp Rusted Hulk Summary
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+ Armor Class: 18 (metal) Cargo: 250 tons
+ Hit Points: 500 Crew: 60
+ Damage Threshold: 25 Passengers: 90
+ Speed: 2 mph Cost: 50,000 gp Whaleboat Summary
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+ Armor Class: 13 (wood) Cargo: —
+ Hit Points: 100 Crew: 6
+ Damage Threshold: 10 Passengers: 1
+ Speed: 3 mph Cost: 500 gp GYROCOPTER WONDER
+ PROPERTIES OF THE CRYSTAL
+ AURA OF COLD
+ HEALING/DAMAGE RAYS
+ RANDOM PROPERTIES
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+
+ DESTROYING THE CRYSTAL
+ CURSED
+ CONE OF UNDEATH
+ DAMAGE IMMUNITY
+ FEAR AURA
+ MYRKUL'S HAND
+ TELEPORTATION
+ RANDOM PROPERTIES
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+ SENTIENCE
+ DESTROYING THE CROWN
+ MECHANICAL WONDER OPTIONS
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+ Type Rarity Cost
+ Domestic Wonder Uncommon 400gp
+ Flying Wonder Common 100gp
+ Gyrocopter Wonder Rare 4000gp
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+ Mobility Wonder Common 100gp FLYING WONDER
+ MOBILITY WONDER
+ PROPERTIES OF THE ORB
+ RANDOM PROPERTIES
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+ SPELLCASTING
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+ Spell Charge Cost
+ Disguise Self 0
+ Fire Shield 2
+ Hold Person 1
+ See Invisibility 1
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+ Summon Dragon (level 9 version) 4 DRAGON TRANSFORMATION
+ DESTROYING THE ORB
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+ MOD SAVE MOD SAVE MOD SAVE
+ STR 2 -4 -4 DEX 15 +2 +2 CON 10 +0 +0
+ INT 2 -4 -4 WIS 10 +0 +0 CHA 1 -5 -5
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+ TRAITS
+ BONUS ACTIONS
+ FLYING WONDER
+
Inspire Allies with Primal Tales
+The College of the Moon traces its origins to the ancient druidic circles of the Moonshae Isles, who entrusted the first Bards of this tradition with chronicling the stories of the islands and their people. Bards of this college draw from the isles' fey magic and the primal power of the moonwells to bolster their allies, protect the natural world, and inspire their bardic works.
+ + + + +The primal and ever-changing power of the moon flows through you, granting you the following benefits.
+Inspired Eclipse. When you take a Bonus Action to give a creature a Bardic Inspiration die, you can have the Invisible condition and teleport up to 30 feet to an unoccupied space you can see as part of that Bonus Action. This invisibility lasts until the start of your next turn and ends early immediately after you make an attack roll, deal damage, or cast a spell.
+Lunar Vitality. Once per turn when you restore Hit Points to a creature with a spell, you can expend a Bardic Inspiration die and increase the amount of Hit Points restored by a number equal to a roll of the Bardic Inspiration die. The creature's Speed also increases by 10 feet until the end of its next turn.
+You learn Druidic and one cantrip from the Druid spell list. It counts as a Bard spell for you but doesn't count against the number of cantrips you know. Whenever you gain a Bard level, you can replace this cantrip with another cantrip of your choice from the Druid spell list.
+Additionally, choose one of the following skills: Animal Handling, Insight, Medicine, Nature, Perception, or Survival. You have proficiency in that skill.
+You always have the Moonbeam spell prepared.
+When you cast Moonbeam, you can modify the spell so that you glow faintly while the spell is active. While glowing, you shed Dim Light out to 5 feet, and whenever a creature fails its saving throw against the effects of this Moonbeam, another creature of your choice that you can see within 60 feet of yourself regains 2d4 Hit Points.
+Once you use this feature to modify a casting of Moonbeam, you can't use it again until you finish a Long Rest.
+You become suffused with the might of the moon, improving your Moon's Inspiration in the following ways.
+Shadow of the New Moon. When you use Inspired Eclipse, the creature who received the Bardic Inspiration die can also have the Invisible condition and immediately take a Reaction to teleport up to 30 feet to an unoccupied space it can see. The creature remains Invisible until the start of its next turn.
+Vibrance of the Full Moon. When you use Lunar Vitality, you can roll 1d6 and use the number rolled in place of expending a Bardic Inspiration die.
+Unearth Secrets and Master the Mind
+The Knowledge Domain values learning and understanding above all. Clerics who tap into this domain study esoteric lore, collect old tomes, delve into secret places, and examine the processes of the mind. To them, knowledge is more valuable than material wealth, and learning is an act of worship. Libraries, universities, and other educational institutions also draw on the power of the Knowledge Domain.
+Gods of knowledge vary from masters of arcane magic to patrons of craft and invention. In Faerûn, Clerics of the Knowledge Domain worship deities of learning and ingenuity such as Oghma and Gond, among many others.
+ + + + + +You gain proficiency with one type of Artisan's Tools of your choice and in two of the following skills of your choice: Arcana, History, Nature, or Religion. You have Expertise in those two skills.
+You have Expertise in Arcana.
+You have Expertise in History.
+You have Expertise in Nature.
+You have Expertise in Religion.
+When you reach a Cleric level specified in the Knowledge Domain Spells table, you thereafter always have the listed spells prepared.
+| Cleric Level | Prepared Spells |
| 3 | Command, Comprehend Languages*, Detect Magic*, Detect Thoughts*, Identify*, Mind Spike* |
| 5 | Dispel Magic, Nondetection, Tongues* |
| 7 | Arcane Eye*, Banishment, Confusion |
| 9 | Legend Lore*, Scrying*, Synaptic Static |
As a Magic action, you can expend one use of your Channel Divinity to manifest your magical knowledge. Choose one spell from the Divination school on the Knowledge Domain Spells table that you have prepared. As part of that action, you cast that spell without expending a spell slot or needing Material components.
+You gain telepathy out to 60 feet. When you use this telepathy, you can simultaneously contact a number of creatures equal to your Wisdom modifier (minimum of one).
+Additionally, you gain proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain saving throw proficiency with one ability in which you lack it.
+As a Bonus Action, you magically expand your mind to the future. For 1 hour, you have Advantage on D20 Tests. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of this feature by expending a level 6+ spell slot (no action required).
+Rally Fellow Heroes with Inspiring Leadership
+Bannerets are paragons of valor and leadership who protect the innocent and rally fellow adventurers to the causes of justice and freedom. Many are knights serving in Cormyr, the Silver Marches, Damara, Chessenta, or other lands across Faerûn. They wander the realms as knights errant, taking the fight against evil beyond their kingdom's borders.
+A Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band.
+ + + + + + +You know how to conduct yourself with grace as a noble ambassador. You gain the following benefits.
+Comprehension. You can cast the Comprehend Languages spell but only as a Ritual. Charisma is your spellcasting ability for it.
+Polyglot. You learn one language from the language tables in the Player's Handbook or this book. When you finish a Long Rest, you can replace a language learned from this benefit with another language you have heard, seen signed, or read in the past 24 hours.
+Well Spoken. You gain proficiency in one of the following skills of your choice: Insight, Intimidation, Persuasion, or Performance.
+When you use your Second Wind to regain Hit Points, you can choose a number of allies within a 30-foot Emanation originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies regains Hit Points equal to 1d4 plus your Fighter level. Once you use this ability, you can't use it again until you finish a Short or Long Rest.
+When you use Group Recovery, each chosen ally has Advantage on D20 Tests until the start of your next turn.
+When you use your Action Surge, you can choose allies within a 30-foot Emanation originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies can immediately take a Reaction to use one of the following options.
+Attack. The ally makes one attack with a weapon or an Unarmed Strike.
+Move. The ally moves up to half its Speed without provoking an Opportunity Attack.
+When an ally you can see within 60 feet of yourself fails a saving throw, you can take a Reaction to expend a use of your Indomitable feature. The ally can immediately reroll the saving throw with a bonus equal to your Fighter level; the ally must use the new roll.
+You gain the following benefits.
+Bolstering Rally. The area of effect for both Group Recovery and Rallying Surge is now a 60-foot Emanation.
+Unshakable Bravery. You have Immunity to the Charmed and Frightened conditions.
+Brandish the Elemental Splendor of Genies
+Paladins sworn to the Oath of the Noble Genies revere the forces of the Elemental Planes. Through taking this oath, Paladins draw power from the four different types of genies—dao, masters of earth; djinn, masters of air; efreet, masters of fire; and marids, masters of water. In Faerûn, many Paladins who swear this oath hail from Calimshan, a land teeming with genies.
+Paladins who swear this oath often undertake quests that take them all over the Realms and across the multiverse—including the Elemental Planes. These paladins share the following tenets:
+Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and invoke one of the following effects.
+Dao's Crush. Earth rises up around the target of your Divine Smite. The target has the Grappled condition (escape DC equal to your spell save DC). While Grappled, the target has the Restrained condition.
+Djinni's Escape. You teleport to an unoccupied space you can see within 30 feet of yourself and take on a semi-incorporeal form, which lasts until the end of your next turn. While in this form, you have Resistance to Bludgeoning, Piercing, and Slashing damage, and you have Immunity to the Grappled, Prone, and Restrained conditions.
+Efreeti's Fury. The target of your Divine Smite takes an extra 2d4 Fire damage, and fire jumps from the target to another creature you can see within 30 feet of yourself. The second creature also takes 2d4 Fire damage.
+Marid's Surge. The target of your Divine Smite and each creature of your choice in a 10-foot Emanation originating from you make a Strength saving throw against your spell save DC. On a failed save, a creature is pushed 15 feet straight away from you and has the Prone condition.
+Earth rises up around the target of your Divine Smite. The target has the Grappled condition (escape DC equal to your spell save DC). While Grappled, the target has the Restrained condition.
+You teleport to an unoccupied space you can see within 30 feet of yourself and take on a semi-incorporeal form, which lasts until the end of your next turn. While in this form, you have Resistance to Bludgeoning, Piercing, and Slashing damage, and you have Immunity to the Grappled, Prone, and Restrained conditions.
+The target of your Divine Smite takes an extra 2d4 Fire damage, and fire jumps from the target to another creature you can see within 30 feet of yourself. The second creature also takes 2d4 Fire damage.
+The target of your Divine Smite and each creature of your choice in a 10-foot Emanation originating from you make a Strength saving throw against your spell save DC. On a failed save, a creature is pushed 15 feet straight away from you and has the Prone condition.
+When you reach a Paladin level specified in the Genie Spells table, you thereafter always have the listed spells prepared.
+| Paladin Level | Spells |
| 3 | Chromatic Orb, Elementalism, Thunderous Smite |
| 5 | Mirror Image, Phantasmal Force |
| 9 | Fly, Gaseous Form |
| 13 | Conjure Minor Elementals, Summon Elemental |
| 17 | Banishing Smite, Contact Other Plane |
When you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers. You can use a Shield and still gain this benefit.
+You also gain proficiency in one of the following skills of your choice: Acrobatics, Intimidation, Performance, or Persuasion.
+Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You and your allies have Resistance to that damage type while in your Aura of Protection.
+At the start of each of your turns, you can change the damage type affected by this feature to one of the other listed options (no action required).
+When you are hit by an attack roll, you can take a Reaction to halve the attack's damage against yourself (round down) and force the attacker to make a Dexterity saving throw against your spell save DC. On a failed save, the attacker takes damage equal to 2d10 plus your Charisma modifier of one of the following types (your choice): Acid, Cold, Fire, Lightning, or Thunder. On a successful save, the attacker takes half as much damage.
+You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
+As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
+Flight. You have a Fly Speed of 60 feet and can hover.
+Minor Wish. When you or an ally in your Aura of Protection fails a D20 Test, you can take a Reaction to make you or that ally succeed instead.
+Withstand the Horrors of Frigid Wastelands
+Winter Walkers hone their craft in the bleak and frozen wilds of places like Icewind Dale. These ruthless, rimed Rangers hunt monsters that haunt arctic wastelands, eventually becoming frigid terrors themselves. Winter Walkers are well versed in the phenomena of Icewind Dale, including the latent magic of fallen Netherese cities, endemic monsters like yetis and crag cats, and the rising threat of Underdark invaders. Due to their cold pragmatism, terrifying magic, and mastery of the region, Winter Walkers are regarded with equal parts respect and fear. Ten-Towns citizens say that Winter Walkers’ frequent exposure to malignant entities gives them their fearsome powers. Many Reghed nomads, on the other hand, believe that nature spirits bestow on Winter Walkers a unique curse.
+ + + + + + +You gain the following benefits.
+Biting Cold. Damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance to Cold damage.
+Frost Resistance. You have Resistance to Cold damage.
+Polar Strikes. When you hit a creature with an attack roll using a weapon, you can deal an extra 1d4 Cold damage to the target, which can take this extra damage only once per turn. When you reach Ranger level 11, this extra damage increases to 1d6.
+Damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance to Cold damage.
+When you hit a creature with an attack roll using a weapon, you can deal an extra 1d4 Cold damage to the target, which can take this extra damage only once per turn. When you reach Ranger level 11, this extra damage increases to 1d6.
+Ice rimes you and your prey, protecting you and hindering them. When you cast Hunter’s Mark, you gain Temporary Hit Points equal to 1d10 plus your Ranger level.
+Additionally, while a creature is marked by your Hunter’s Mark, it can’t take the Disengage action.
+When you reach a Ranger level specified in the Winter Walker Spells table, you thereafter always have the listed spells prepared.
+| Ranger Level | Prepared Spells |
| 3 | Ice Knife |
| 5 | Hold Person |
| 9 | Remove Curse |
| 13 | Ice Storm |
| 17 | Cone of Cold |
Your experience surviving harrowing environments allows you to bolster your allies in addition to yourself. As a Magic action, choose a number of creatures you can see equal to your Wisdom modifier (minimum of one). Each chosen creature regains Hit Points equal to 1d10 plus your Ranger level and has Advantage on saving throws to avoid or end the Frightened condition for 1 hour.
+Once you use this feature, you can’t use it again until you finish a Long Rest.
+When a creature hits you with an attack roll, you can take a Reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Stunned condition until the end of your next turn. While the target is Stunned, its Speed is reduced to 0 feet.
+You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
+When you cast Hunter’s Mark, you can adopt a ghostly, snowy form. This form lasts until the spell ends, and while you are in this form, you gain the following benefits. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a level 4+ spell slot (no action required).
+Frozen Soul. You have Immunity to Cold damage. When you first adopt this form and at the start of each of your subsequent turns, each creature of your choice in a 15-foot Emanation originating from you takes 2d4 Cold damage.
+Partially Incorporeal. You have Immunity to the Grappled, Prone, and Restrained conditions. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object. If the form ends while you are inside a creature or an object, you are shunted to the nearest unoccupied space.
+You have Immunity to Cold damage. When you first adopt this form and at the start of each of your subsequent turns, each creature of your choice in a 15-foot Emanation originating from you takes 2d4 Cold damage.
+You have Immunity to the Grappled, Prone, and Restrained conditions. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object. If the form ends while you are inside a creature or an object, you are shunted to the nearest unoccupied space.
+Become a Gruesome Agent of Malice
+A Scion of the Three draws power from a group of malevolent gods known in Baldur’s Gate as the Dead Three: Bane , a god of tyranny; Bhaal , a god of violence and murder; and Myrkul , a god of death. While some Rogues of this subclass pledge themselves ardently to those three macabre gods, others are thrust on this path by a curse. Either way, a scion’s power manifests as various occult gifts, as well as an uncanny talent for striking and terrifying foes.
+Scions of the Three are most common in Baldur’s Gate, where the Dead Three lived as mortals before ascending to godhood. Underground cults to Bane, Bhaal, and Myrkul often count Scions of the Three among their most useful agents. Outside Baldur’s Gate, secular thieves’ guilds such as the Shadow Thieves of Amn or the Xanathar Guild in Waterdeep might call on a Scion of the Three to undertake an especially violent contract.
+ + + + + +When an enemy you can see within 30 feet of yourself takes damage and is Bloodied after taking that damage but not killed outright, you can take a Reaction and teleport to an unoccupied space you can see within 5 feet of that enemy. You can then make one melee attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
+Choose one of the Dead Three: Bane, Bhaal, or Myrkul. You gain Resistance to one type of damage and the ability to cast a cantrip, as detailed in the table below; Intelligence is your spellcasting ability for this cantrip. When you finish a Long Rest, you can change your choice.
+| God | Damage Resistance | Cantrip |
| Bane | Psychic | Minor Illusion |
| Bhaal | Poison | Blade Ward |
| Myrkul | Necrotic | Chill Touch |
Your Dread Allegiance is to Bane, the god of tyrants and ambition. You gain Resistance to Psychic damage and can cast Minor Illusion using Intelligence as your spellcasting ability.
+Your Dread Allegiance is to Bhaal, the god of murder. You gain Resistance to Poison damage and can cast Blade Ward using Intelligence as your spellcasting ability.
+Your Dread Allegiance is to Myrkul, the god of death, decay, and undeath. You gain Resistance to Necrotic damage and can cast Chill Touch using Intelligence as your spellcasting ability.
+You gain the following Cunning Strike option.
+Terrify (Cost: 1d6). The target must succeed on a Wisdom saving throw, or it has the Frightened condition for 1 minute. While the target is Frightened in this way, you have Advantage on attack rolls against the target. The Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success.
+The target must succeed on a Wisdom saving throw, or it has the Frightened condition for 1 minute. While the target is Frightened in this way, you have Advantage on attack rolls against the target. The Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success.
+You radiate malignant power associated with one of the Dead Three. When you use Bloodthirst and teleport, each creature of your choice within 10 feet of either the space you left or your destination space (your choice) takes damage equal to your Intelligence modifier; the damage type is the same as the damage Resistance granted by your choice in the Dread Allegiance feature. Damage dealt by this feature ignores Resistance.
+You gain the following benefits.
+Cutthroat. You regain one expended use of Bloodthirst when you finish a Short Rest.
+Murderous Intent. When you roll for your Sneak Attack damage, you can treat a roll of a 1 or 2 on the die as a 3.
+Wield Raw Magic
+Your innate power stems from the source of magic itself: the Weave. This connection manifests as a rare ability known as spellfire, and you surge with radiant bursts of this raw magic. Your talent with spellfire allows you to heal allies, sear enemies, and absorb powerful spells.
+Wielders of spellfire tend to have a penchant for wandering. Many travel between cosmopolitan settlements, such as those along the Sword Coast, and wield their magic in service of the common good. Others realize their own strange powers by roaming equally strange lands, from the magic-blasted wastes of the desert of Anauroch to the god-touched wilds of the Old Empires. Wherever they go in the Realms, spellfire Sorcerers are courted by factions with interests in the arcane arts, such as the Harpers, Cult of the Dragon, and Red Wizards.
+ + + + + +When you spend at least 1 Sorcery Point as part of a Magic action or a Bonus Action on your turn, you can unleash one of the following magical effects of your choice. You can do so only once per turn.
+Bolstering Flames. You or one creature you can see within 30 feet of yourself gains Temporary Hit Points equal to 1d4 plus your Charisma modifier.
+Radiant Fire. One creature you can see within 30 feet of yourself takes 1d4 Fire or Radiant damage (your choice).
+You or one creature you can see within 30 feet of yourself gains Temporary Hit Points equal to 1d4 plus your Charisma modifier.
+One creature you can see within 30 feet of yourself takes 1d4 Fire or Radiant damage (your choice).
+When you reach a Sorcerer level specified in the Spellfire Spells table, you thereafter always have the listed spells prepared.
+| Sorcerer Level | Prepared Spells |
| 3 | Cure Wounds, Guiding Bolt, Lesser Restoration, Scorching Ray |
| 5 | Aura of Vitality, Dispel Magic |
| 7 | Fire Shield, Wall of Fire |
| 9 | Greater Restoration, Flame Strike |
You always have the Counterspell spell prepared.
+Additionally, whenever a target fails the saving throw against a Counterspell you cast, you regain 1d4 Sorcery Points.
+Your Spellfire Burst improves. You add your Sorcerer level to the Temporary Hit Points gained from Bolstering Flames, and the damage of your Radiant Fire increases to 1d8.
+When you use Innate Sorcery, you can alter it and infuse yourself with the essence of spellfire, gaining the following benefits while this use of Innate Sorcery is active. Once you use this feature to alter Innate Sorcery, you can’t use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.
+Burning Life Force. Once per turn when you are hit by an attack roll, you can expend a number of Hit Point Dice, up to a maximum equal to your Charisma modifier (minimum of one). Roll the expended dice, and reduce the amount of damage from that attack equal to the total rolled.
+Flight. You gain a Fly Speed of 60 feet and can hover.
+Spell Avoidance. When you’re subjected to a spell or magical effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the save and only half damage if you fail. You can’t use this benefit if you have the Incapacitated condition.
+Once per turn when you are hit by an attack roll, you can expend a number of Hit Point Dice, up to a maximum equal to your Charisma modifier (minimum of one). Roll the expended dice, and reduce the amount of damage from that attack equal to the total rolled.
+You gain a Fly Speed of 60 feet and can hover.
+When you’re subjected to a spell or magical effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the save and only half damage if you fail. You can’t use this benefit if you have the Incapacitated condition.
+Wield Weapon and Wizardry in Elegant Tandem
+Bladesingers master a tradition of wizardry that incorporates swordplay and dance. In combat, a Bladesinger uses intricate, elegant maneuvers that fend off harm and allow the Bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a Bladesinger at work remember the display as one of the more beautiful experiences in their life—a glorious dance accompanied by a singing blade.
+Bladesinging is associated with the ancient elven societies that first mastered the art and coined the term. Even today, most Bladesingers still hail from old elven realms, such as Myth Drannor, or from non-elven societies that share land and history with elves, such as the Silver Marches. Wherever they hail from, Bladesingers take their talents all across the Realms to help common people and perform heroic deeds. Most communities greet the arrival of a Bladesinger as a good omen.
+ + + + + +As a Bonus Action, you invoke an elven magic called the Bladesong, provided you aren’t wearing armor or using a Shield.
+The Bladesong lasts for 1 minute and ends early if you have the Incapacitated condition, if you don armor or a Shield, or if you use two hands to make an attack with a weapon. You can dismiss the Bladesong at any time (no action required).
+While the Bladesong is active, you gain the following benefits. You can invoke the Bladesong a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You regain one expended use when you use Arcane Recovery.
+Agility. You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1), and your Speed increases by 10 feet. In addition, you have Advantage on Dexterity (Acrobatics) checks.
+Bladework. Whenever you attack with a weapon with which you have proficiency, you can use your Intelligence modifier for the attack and damage rolls instead of using Strength or Dexterity.
+Focus. When you make a Constitution saving throw to maintain Concentration, you can add your Intelligence modifier to the total.
+You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1), and your Speed increases by 10 feet. In addition, you have Advantage on Dexterity (Acrobatics) checks.
+Whenever you attack with a weapon with which you have proficiency, you can use your Intelligence modifier for the attack and damage rolls instead of using Strength or Dexterity.
+When you make a Constitution saving throw to maintain Concentration, you can add your Intelligence modifier to the total.
+You gain proficiency with all Melee Martial weapons that don’t have the Two-Handed or Heavy property. You can use a Melee weapon with which you have proficiency as a Spellcasting Focus for your Wizard spells.
+You also gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Performance, or Persuasion.
+You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your Wizard cantrips that has a casting time of an action in place of one of those attacks.
+When you take damage while your Bladesong is active, you can take a Reaction to expend one spell slot and reduce the damage taken by an amount equal to five times the spell slot’s level.
+After you cast a spell that has a casting time of an Action, you can make one attack with a weapon as a Bonus Action.
+Though most youths in Chondath accept their four-year term of compulsory military service, you bristled at that authoritarian attempt to control your life. You forsook your nationhood, discarded your given name, and worked as a freebooter with the first ship that would have you. Since then, you’ve traveled the Vilhon Reach . Though you’ve never sailed more than a few dozen leagues from land, you make up for it with deep local connections and the breadth of your experiences.
+The dead magic zones of the Anauroch desert are anathema to spellcasters and monsters that rely on magic—which is exactly why you made your life there. Perhaps you’re on the run from Red Wizards , or you ran afoul of a powerful djinni in Calimshan . Whatever the case, you decided that living in Anauroch was your best option. After long months or years, you’re stronger, wiser, and armed with hard-earned knowledge of desert medicine and wasteland survival.
+You are an initiate of the Cult of the Dragon. You discovered or were brought to a cell cult, where you exemplified the values honored by dragon cultists: duplicity, secrecy, and determination. In exchange for your oath to serve the cult, the cult offered you the company of fellow dragon worshipers, plus access to resources that might help further your studies in the realms of arcana and occultism.
+Trinket. Roll on the Cult of the Dragon Trinkets table to determine what trinket you have from your time with the Cult of the Dragon.
+| d6 | Trinket |
| 1 | A dragon claw pendant on a leather cord |
| 2 | Ashes of a dracolich in a small brass canister |
| 3 | A map of an unknown dragon’s lair |
| 4 | A black pearl etched with a Draconic rune |
| 5 | A drop of dragon’s blood preserved in amber |
| 6 | A scrap of purple silk |
As a Caretaker with the Emerald Enclave, you take care of those who care for the world. Either alongside your fellow Emerald Enclave members or by yourself, you’ve learned essential skills for living with the land: how to track game, where to forage for useful herbs, and even how to forecast the weather. You use these talents to maintain the balance between civilization and the wilds and to rid the world of unnatural creatures.
+Trinket. Roll on the Emerald Enclave Trinkets table to determine what trinket you have from your time with the Emerald Enclave.
+| d6 | Trinket |
| 1 | A pair of earrings made from oak leaves that never wilt |
| 2 | A miniature model cottage made of twigs |
| 3 | A green-glowing firefly in a bottle |
| 4 | A gourd that sounds like rustling leaves when held to one’s ear |
| 5 | A preserved rabbit’s foot on a leather strap |
| 6 | An antler shaped like an Elvish rune |
The chief law enforcement branch of Baldur’s Gate is the Flaming Fist , a brawny mercenary guild led by the city’s grand duke. You once served as a Flaming Fist, where you learned how to preempt trouble with your intimidating stare and, when necessary, absorb deadly blows. Flaming Fist mercenaries, active or retired, are known as some of the toughest, most resilient warriors along the Sword Coast , and you seek to maintain that reputation.
+Although genies no longer rule Calimshan , genie magic is still common in your homeland. Perhaps you inadvertently summoned a djinni from a magic lamp, or maybe you came upon an oasis guarded by a marid. A dao might have saved you from a landslide, or you bargained with an efreeti for fleeting wealth. However your fate intersected with that of a genie, the experience left you with a keen eye, a silver tongue, and more than a touch of magic.
+You accepted an invitation to join the Harpers, pledging an oath to uphold the Harper code and act in service to the common good. Like all Harpers, you understand the value of teamwork as well as when it’s best to go it alone. Harper veterans have taught you the order’s secrets—magical melodies, special watchwords, and legerdemain—and have entrusted you to use such knowledge to surveil and undermine the forces of evil.
+Trinket. Roll on the Harper Trinkets table to determine what trinket you have from your time with the Harpers.
+| d6 | Trinket |
| 1 | A broken harmonica |
| 2 | A powder compact with a hidden compartment |
| 3 | A 2-foot-long peacock feather |
| 4 | A trick coin that’s heads on both sides |
| 5 | A pair of red-tinted spectacles |
| 6 | A scroll of sheet music for an unknown instrument |
You come from a proud line of ice fishers out of Ten-Towns in Icewind Dale. Catching knucklehead trout isn’t the most glorious trade in the North , but it’s an honest living. You’ve trained your senses for the slightest tug on the line, wrestled big trout out of ice-covered lakes, and gutted enough knucklehead trout to feed your village many times over. These experiences have toughened your body and mind for a life of adventuring.
+Not all who answer the call of a higher power are content to pore over scripture in a stuffy temple apse. You chose the path of the holy warrior by joining the Order of the Gauntlet. As a knight of the Gauntlet, you exercise righteous scorn for the forces of evil, unswerving camaraderie for your siblings in arms, and heartfelt compassion for the survivors of war. With weapon and holy symbol in hand, you’ve sworn not to rest until the light of justice has vanquished the shadow of chaos across Faerûn.
+Trinket. Roll on the Order of the Gauntlet Trinkets table to determine what trinket you have from your time with the Order of the Gauntlet.
+| d6 | Trinket |
| 1 | A white feather as heavy as lead |
| 2 | An empty vial made from stained glass |
| 3 | A single cone of gold-flecked incense |
| 4 | A silken blindfold |
| 5 | One half of a pair of manacles |
| 6 | A tarnished aspergillum |
You’ve pledged your loyalty to a member-city of the Lords’ Alliance. As an Alliance agent, you must uphold the tenets of the Alliance and seek to increase safety and prosperity along the Sword Coast . You’re sworn to bring honor and glory to your lord’s house, whether that means securing trade roads for a merchant-lord of Waterdeep or vanquishing monsters upriver of Daggerford. You’ve trained in the arts of swordplay and statecraft and are as deft with a blade as you are with a quill.
+Trinket. Roll on the Lords' Alliance Trinkets table to determine what trinket you have from your time with the Lords' Alliance.
+| d6 | Trinket |
| 1 | A scrap from a defeated army’s banner |
| 2 | A bit and bridle engraved with the name of a famous steed |
| 3 | The broken blade of a sword used in a famous battle |
| 4 | The left glove of a lord who went mysteriously missing |
| 5 | An articulated toy horse and knight |
| 6 | A spaulder emblazoned with the insignia of an unidentified lord |
Like many who hail from the Moonshae Isles, you grew up revering the blessed land, its unique gods, and the mysterious shrines called the moonwells. As a moonwell pilgrim, you undertook a quest to visit and commune with every moonwell on (or off) the map. Along your idyllic journeys, you collected a repertoire of Moonshavian folk songs, painted landscapes of enchanting vistas, and even learned how to wield a bit of primal magic.
+You grew up in a land of living god-kings, and as a child you were told countless stories of ancient empires and buried cities. In these tales, Mulhorand was a land overflowing with forgotten riches—priceless treasures awaiting anyone cunning and brave enough to seek them out. You’ve taken it upon yourself to explore your homeland’s crypts, tombs, and pyramids to reclaim your people’s relics.
+Mythals are sources of great magical power that can alter the Weave or even the very nature of reality. Most were constructed in antiquity, and many have since been damaged or gone dormant. As a mythalkeeper from the Dalelands, your first experience with a mythal was likely in the ruins of Myth Drannor. You roam Faerûn in search of other ruined places of power, hoping to learn more about the history and powers of mythals—or even restore a malfunctioning one.
+You’ve pledged your life to the safety of Cormyr and sought admission to that realm’s order of elite warriors: the Purple Dragon Knights. But before you have the chance to join the ranks officially, you must first serve as a knight’s squire. You’ve found a liege willing to take you on and teach you the order’s ways. Will you uphold the Purple Dragon Knights’ ideals of glory, honor, and strength and prove yourself worthy of knighthood?
+Trinket. Roll on the Purple Dragon Knight Trinkets table to determine what trinket you have from your time with the Purple Dragon Knights.
+| d6 | Trinket |
| 1 | An amethyst dragon wyrmling’s claw |
| 2 | A common purple quartz cut to resemble a dragon’s eye |
| 3 | A signal whistle audible only to amethyst dragons |
| 4 | A robin’s egg encased in amber |
| 5 | A whetstone that leaves any blade it hones faintly glittery |
| 6 | A vamplate taken from a slain rival jouster |
You spent years wandering the highlands of Rashemen, a dangerous windswept heath that’s dotted with ancient obelisks enchanted to imprison Fiends and home to dragons, gnolls, and other deadly creatures. Friendships are hard to find in such an isolated land, and you’ve learned to keep strangers at a distance.
+You trained your whole life to become a member of the Shadowmasters, the mysterious thieves’ guild that controls the realm of Thesk from behind the scenes. Stealth and quick reflexes were just the start of your Shadowmaster education; you also needed to hone your ruthlessness to ensure the safety of the guild’s secrets. But one wrong move led to your expulsion from the order. Now you must walk your own path.
+You bear the gift of spellfire: a rare form of magic that channels the raw power of the Weave. Wielding spellfire takes a heavy toll on the body. You’ve trained both mind and body to efficiently wield this sacred power.
+Maybe you needed the money. Maybe you longed for a family, no matter how dubious. Or maybe you’re just good at getting the job done by any means necessary. Whatever your reason, you enlisted with the Zhentarim, the most notorious mercenary guild in the Realms. Though the Zhentarim’s leaders insist the organization is more like a family than a shadowy syndicate, few families exhibit as much dishonesty, nepotism, and corruption as this one. You’ve honed your cunning, reflexes, and blade to climb the guild’s ranks.
+Trinket. Roll on the Zhentarim Trinkets table to determine what trinket you have from your time with the Zhentarim.
+| d6 | Trinket |
| 1 | A broken dagger etched with your name |
| 2 | A glass eye that always turns to face you |
| 3 | A gold-colored serpent’s tooth |
| 4 | A counterfeit gold coin |
| 5 | A crystal tattoo needle |
| 6 | A contract on a slip of parchment that’s impervious to creases, tears, and fire |
Epic Boon Feat (Prerequisite: Level 19+)
+You gain the following benefits.
+Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
+Killer's Fortune. When an enemy you can see is reduced to 0 Hit Points, you gain Advantage on the next attack roll you make before the end of your next turn.
+Power from Pain. Once per turn, when you make an attack roll while Bloodied, you can deal extra damage to the target equal to your Proficiency Bonus. The extra damage’s type is the same as the attack’s type.
+Once per turn, when you make an attack roll while Bloodied, you can deal extra damage to the target equal to your Proficiency Bonus. The extra damage’s type is the same as the attack’s type.
+Epic Boon Feat (Prerequisite: Level 19+)
+You gain the following benefits.
+Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
+Augmented Health. When you gain Temporary Hit Points, increase the number of Temporary Hit Points you gain by 5.
+Superior Recuperation. When you spend one or more Hit Point Dice to regain Hit Points, you can instead use the highest number possible for each die.
+Epic Boon Feat (Prerequisite: Level 19+)
+You gain the following benefits.
+Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
+Cunning Speaker. You don’t have Disadvantage on ability checks to influence Hostile creatures.
+Gifted Interpreter. You understand the literal meaning of any language you hear or see signed, and you can understand the literal meaning of any written language you see.
+Mental Communication. You gain telepathy with a range of 120 feet.
+Epic Boon Feat (Prerequisite: Level 19+)
+You gain the following benefits.
+Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 30.
+Defense of Body and Mind. While you are Bloodied, you have Resistance to every damage type except Force.
+Epic Boon Feat (Prerequisite: Level 19+)
+You gain the following benefits.
+Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
+Eternal Rest. Creatures you reduce to 0 Hit Points can’t become Undead.
+Powerful Radiance. When you make a damage roll that deals Radiant damage, you can instead use the highest number possible for each damage die. Once you use this benefit, you can’t do so again until you finish a Long Rest.
+When you make a damage roll that deals Radiant damage, you can instead use the highest number possible for each damage die. Once you use this benefit, you can’t do so again until you finish a Long Rest.
+Epic Boon Feat (Prerequisite: Level 19+)
+You gain the following benefits.
+Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
+Shapechanger. You can take a Magic action to shape-shift into a Beast, Humanoid, or Monstrosity with a Challenge Rating no higher than 10. When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The shape-shifting effect lasts for 1 hour, and it ends early if you have no Temporary Hit Points left or if you take a Magic action to return to your true form.
+Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting or Pact Magic feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you’re in it.
+Once you use this benefit, you can’t do so again until you finish a Long Rest.
+Hardy Transformation. When you gain Temporary Hit Points when you shape-shift, increase that number of Temporary Hit Points by 20.
+You can take a Magic action to shape-shift into a Beast, Humanoid, or Monstrosity with a Challenge Rating no higher than 10. When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The shape-shifting effect lasts for 1 hour, and it ends early if you have no Temporary Hit Points left or if you take a Magic action to return to your true form.
+Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting or Pact Magic feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you’re in it.
+Once you use this benefit, you can’t do so again until you finish a Long Rest.
+Epic Boon Feat (Prerequisite: Level 19+)
+You gain the following benefits.
+Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
+Saving Throw Reroll. When you fail a saving throw, you can reroll it and must use the new roll. Once you use this benefit, you can’t do so again until the start of your next turn.
+Epic Boon Feat (Prerequisite: Level 19+)
+You gain the following benefits.
+Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
+Antitoxic. You have Immunity to Poison damage and the Poisoned condition.
+Perfect Poisoner. Once per turn, when you roll dice to determine Poison damage a creature takes from your attack, spell, or feature, you can instead use the highest number possible for each die.
+Epic Boon Feat (Prerequisite: Level 19+)
+You gain the following benefits.
+Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
+Inspire Dance. You always have the Otto’s Irresistible Dance spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. The spell’s spellcasting ability is the ability increased by this feat.
+When you cast the spell, it requires no spell components, and taking damage doesn’t break your Concentration on it.
+Sing Out. While a creature that failed its saving throw against your Otto’s Irresistible Dance has the Charmed condition from that spell, it can’t cast spells with Verbal components, and it sings delightful nonsense if it can sing.
+Increase your Intelligence score by 1, to a maximum of 30.
+Increase your Wisdom score by 1, to a maximum of 30.
+Increase your Charisma score by 1, to a maximum of 30.
+Epic Boon Feat (Prerequisite: Level 19+)
+You gain the following benefits.
+Ability Score Increase. Increase your Charisma score by 1, to a maximum of 30.
+Fearless. You have Immunity to the Frightened condition.
+Flee, Fools! When a creature with the Frightened condition starts its turn within 60 feet of you, you can take a Reaction to stoke its terror, provided you can see the creature and it isn’t behind Total Cover. If you do so, the creature must succeed on a Wisdom saving throw (DC 8 plus your Charisma modifier and your Proficiency Bonus) or spend its turn moving away from you by the fastest available means. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
+Intimidating. You gain Proficiency in the Intimidation skill if you don’t already have it. You also gain Expertise in Intimidation.
+When a creature with the Frightened condition starts its turn within 60 feet of you, you can take a Reaction to stoke its terror, provided you can see the creature and it isn’t behind Total Cover. If you do so, the creature must succeed on a Wisdom saving throw (DC 8 plus your Charisma modifier and your Proficiency Bonus) or spend its turn moving away from you by the fastest available means. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
+Epic Boon Feat (Prerequisite: Level 19+)
+You gain the following benefits.
+Ability Score Increase. Increase your Constitution, Wisdom, or Charisma score by 1, to a maximum of 30.
+Daylight Presence. As a Bonus Action, you radiate a 30-foot Emanation of Bright Light that is sunlight. If any of the Emanation’s area overlaps with an area of Darkness created by a spell, that spell is dispelled. The Emanation lasts until you dismiss it (no action required), die, or have the Incapacitated condition.
+Fortifying Light. When your Daylight Presence is active, at the start of each of your turns, you and allies you can see in your Daylight Presence gain 10 Temporary Hit Points.
+Epic Boon Feat (Prerequisite: Level 19+)
+You gain the following benefits.
+Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
+Eye of the Storm. You have Resistance to Lightning and Thunder damage. While you are Bloodied, you have Immunity to Lightning and Thunder damage.
+Storm's Strength. Creatures have Disadvantage on saving throws against your spells that deal Lightning or Thunder damage.
+Epic Boon Feat (Prerequisite: Level 19+)
+You gain the following benefits.
+Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
+Grave Resistance. You have Resistance to Cold damage and Necrotic damage.
+Siphon Life. When an enemy within 120 feet of you is reduced to 0 Hit Points, you can take a Reaction to regain 50 Hit Points. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
+General Feat (Prerequisite: Level 4+)
+You gain the following benefits.
+Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
+Cantrip. You learn the Ray of Frost cantrip. If you already know it, you learn a different Wizard cantrip of your choice. The spell’s spellcasting ability is the ability increased by this feat.
+Frostbite. Once per turn when you hit a creature with an attack roll and deal Cold damage, you can temporarily negate the creature’s defenses. The creature subtracts 1d4 from the next saving throw it makes before the end of your next turn.
+Increase your Intelligence by 1, to a maximum of 20.
+Increase your Wisdom by 1, to a maximum of 20.
+Increase your Charisma by 1, to a maximum of 20.
+General Feat (Prerequisite: Level 4+, Cult of the Dragon Initiate Feat)
+You gain the following benefits.
+Ability Score Increase. Increase your Constitution or Charisma score by 1, to a maximum of 20.
+Damage Resistance. When you gain this feat, choose Acid, Cold, Fire, Lightning, or Poison. You have Resistance to the chosen damage type.
+Fearsome Power. When you deal damage to a creature as part of the Attack or Magic action on your turn, you can use the Dragon’s Terror benefit of the Cult of the Dragon Initiate feat as a Bonus Action this turn.
+General Feat (Prerequisite: Level 4+, Emerald Enclave Fledgling Feat)
+You gain the following benefits.
+Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
+Friend to Animals. You have Advantage on ability checks when taking the Influence action with Beasts.
+Two Hearts, One Mind. You always have the Beast Sense spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. When you cast it without a spell slot using this feature, it doesn’t require Concentration. You can also cast the spell using any spell slots you have of the appropriate level. The spell’s spellcasting ability is the ability increased by this feat.
+Increase your Intelligence by 1, to a maximum of 20.
+Increase your Wisdom by 1, to a maximum of 20.
+Increase your Charisma by 1, to a maximum of 20.
+General Feat (Prerequisite: Level 4+)
+You gain the following benefits.
+Ability Score Increase. Increase your Dexterity or Charisma ability score by 1, to a maximum of 20.
+Faerie Trod Trotter. When you take the Disengage action on your turn, Difficult Terrain doesn’t cost you extra movement for the rest of that turn.
+Flustering Strike. When you hit a creature with an attack roll, you can attempt to fluster the target. The target must succeed on a Wisdom saving throw (DC 8 plus the ability modifier of the score increased by this feat and your Proficiency Bonus) or have Disadvantage on saving throws until the end of your next turn.
+You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
+Increase your Dexterity by 1, to a maximum of 20.
+Increase your Charisma by 1, to a maximum of 20.
+General Feat (Prerequisite: Level 4+)
+You gain the following benefits.
+Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
+Wish Magic. As a Magic action, you can cast a level 1 spell of your choice from the Sorcerer spell list that has a casting time of an action. Once you use this benefit, you can’t do so again until you finish a Long Rest. The spell’s spellcasting ability is the ability increased by this feat.
+When you reach level 11, the spell you cast with this feat is cast as though using a level 2 spell slot. When you reach level 17, the spell is cast as though using a level 3 spell slot.
+Increase your Intelligence by 1, to a maximum of 20.
+Increase your Wisdom by 1, to a maximum of 20.
+Increase your Charisma by 1, to a maximum of 20.
+General Feat (Prerequisite: Level 4+, Harper Agent Feat )
+You gain the following benefits.
+Ability Score Increase. Increase your Dexterity or Charisma ability score by 1, to a maximum of 20.
+Withering Wordplay. When you take the Help action to assist an ally’s attack roll against an enemy, that enemy also has Disadvantage on the first saving throw it makes before the start of your next turn.
+Inspiring Willpower. If you succeed on a saving throw to end the Frightened or Paralyzed condition on yourself, you can choose one ally you can see within 30 feet of yourself that has the same condition. That condition immediately ends for that ally.
+General Feat (Prerequisite: Level 4+, Lords’ Alliance Agent Feat)
+You gain the following benefits.
+Ability Score Increase. Increase your Strength or Charisma score by 1, to a maximum of 20.
+Standard Bearer. As a Bonus Action, choose up to three creatures within 60 feet of yourself that can see you. Each target can immediately take a Reaction to right itself and end the Prone condition, provided its Speed isn’t 0.
+Additionally, you bolster the targets’ resolve, which lasts for 1 minute or until you have the Incapacitated condition. While bolstered, a target can’t be possessed or gain the Charmed or Frightened condition; if a target is already possessed, Charmed, or Frightened, the target has Advantage on any new saving throw against the relevant effect.
+Once you use this benefit, you can’t do so again until you finish a Long Rest.
+General Feat (Prerequisite: Level 4+)
+You gain the following benefits.
+Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
+Mythal Ward. If a spell attack hits you or you fail a saving throw against a spell, you can take a Reaction to roll on the Mythal-Touched Magic table to create a magical effect. If an effect requires a saving throw, the DC equals 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus.
+You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
+| 1d20 | Effect |
| 1-2 | You and each creature within 15 feet of you make a Dexterity saving throw, taking Force damage equal to 1d8 times the level of the triggering spell on a failed save or half as much damage on a successful one. |
| 3-7 | You and the triggering spell’s caster form a telepathic link for 1 hour. |
| 8-10 | Gravity is reversed in a 15-foot-radius, 60-foot-tall Cylinder centered on you for 1 minute, per the Reverse Gravity spell. |
| 11-13 | You and the triggering spell’s caster each make a Constitution saving throw. On a failed save, the creature has the Stunned condition until the end of its next turn. |
| 14-17 | You gain a +2 bonus to AC for 1 minute, potentially turning the triggering spell into a miss if it was a spell attack. |
| 18-19 | Any flammable, nonmagical object within 10 feet of the triggering spell’s caster that isn’t being worn or carried by another creature bursts into flame, takes 1d4 Fire damage, and is Burning. |
| 20 | The triggering spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended. |
Increase your Intelligence by 1, to a maximum of 20.
+Increase your Wisdom by 1, to a maximum of 20.
+Increase your Charisma by 1, to a maximum of 20.
+General Feat (Prerequisite: Level 4+, Tyro of the Gauntlet Feat)
+You gain the following benefits.
+Ability Score Increase. Increase your Strength, Wisdom, or Charisma score by 1, to a maximum of 20.
+Resurge. When you have the Prone condition, you can right yourself with only 5 feet of movement.
+Stronger Together. If you are within 5 feet of an ally that doesn’t have the Incapacitated condition, you and that ally have Advantage on Strength saving throws. You can’t use this benefit while you have the Incapacitated condition.
+General Feat (Prerequisite: Level 4+, Purple Dragon Rook Feat)
+You gain the following benefits.
+Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
+Encourage Ally. As a Bonus Action, you bolster one ally you can see within 30 feet. The ally gains Temporary Hit Points equal to 2d6 plus the modifier of the ability score increased by this feat. You can take this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all uses when you finish a Long Rest.
+Last Stand. You have Advantage on attack rolls while Bloodied.
+Increase your Strength by 1, to a maximum of 20.
+Increase your Dexterity by 1, to a maximum of 20.
+General Feat (Prerequisite: Level 4+, Spellfire Spark Feat)
+You gain the following benefits.
+Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
+Fueled Spellfire. Once per turn, when a spell you cast deals Radiant damage, you can expend up to two Hit Point Dice, roll them, and add the total rolled to one damage roll of the spell.
+Searing Spellfire. When you make a damage roll that deals Radiant damage, it ignores Resistance to Radiant damage.
+Increase your Intelligence by 1, to a maximum of 20.
+Increase your Wisdom by 1, to a maximum of 20.
+Increase your Charisma by 1, to a maximum of 20.
+General Feat (Prerequisite: Level 4+)
+You gain the following benefits.
+Ability Score Increase. Increase your Strength, or Dexterity score by 1, to a maximum of 20.
+Headlock. Your allies have Advantage on attack rolls against a creature Grappled by you.
+Sturdy Knot. When you use Chain, Manacles, or Rope to bind a creature, add your Proficiency Bonus to the DC to escape or burst the Chain, Manacles, or Rope.
+Tough Talk. A creature’s Hostile attitude doesn’t impose Disadvantage on your Charisma (Intimidation) checks to influence that creature.
+General Feat (Prerequisite: Level 4+, Zhentarim Ruffian Feat)
+You gain the following benefits.
+Ability Score Increase. Increase your Dexterity or Charisma score by 1, to a maximum of 20.
+Retaliate. Immediately after a creature within 5 feet of you hits you with a melee attack, you can make an Opportunity Attack against that creature.
+Versatile Merc. When you finish a Long Rest, choose a skill in which you have proficiency. You have Expertise in that skill until you finish your next Long Rest.
+Origin Feat
+You gain the following benefits.
+Dragon's Tongue. You know Draconic. If you already know Draconic when you select this feat, you instead learn one language of your choice.
+Dragon’s Terror. You can take a Magic action to instill terror in a creature you can see within 30 feet of yourself. The target must succeed on a Wisdom saving throw (DC 8 plus your Wisdom modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. If the target succeeds on the save or when the effect ends for a target, the target is immune to this effect for 24 hours.
+Inspired by Fear. When you cause a creature to have the Frightened condition and you are the source of its fear, you can gain Heroic Inspiration if you lack it. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
+You can take a Magic action to instill terror in a creature you can see within 30 feet of yourself. The target must succeed on a Wisdom saving throw (DC 8 plus your Wisdom modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. If the target succeeds on the save or when the effect ends for a target, the target is immune to this effect for 24 hours.
+When you cause a creature to have the Frightened condition and you are the source of its fear, you can gain Heroic Inspiration if you lack it. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
+Origin Feat
+You gain the following benefits.
+Speak with Animals. You always have the Speak with Animals spell prepared and can cast it with any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). When you cast this spell as a Ritual, its duration is 8 hours.
+Tag Team. When you take the Help action, you can switch places with a willing ally within 5 feet of yourself as part of that same action. This movement doesn’t provoke Opportunity Attacks. You can’t use this benefit if the ally has the Incapacitated condition.
+You always have the Speak with Animals spell prepared and can cast it with any spell slots you have. Intelligence is your spellcasting ability for this spell (choose when you select this feat). When you cast this spell as a Ritual, its duration is 8 hours.
+You always have the Speak with Animals spell prepared and can cast it with any spell slots you have. Wisdom is your spellcasting ability for this spell. When you cast this spell as a Ritual, its duration is 8 hours.
+You always have the Speak with Animals spell prepared and can cast it with any spell slots you have. Charisma is your spellcasting ability for this spell. When you cast this spell as a Ritual, its duration is 8 hours.
+When you take the Help action, you can switch places with a willing ally within 5 feet of yourself as part of that same action. This movement doesn’t provoke Opportunity Attacks. You can’t use this benefit if the ally has the Incapacitated condition.
+Origin Feat
+You gain the following benefits.
+Thieves' Cant. You know Thieves’ Cant.
+Instrument Training. You gain proficiency with a Musical Instrument of your choice.
+Distracting Melody. When you take the Help action to assist an ally’s attack roll, the enemy you’re distracting can be within 30 feet of you, rather than within 5 feet of you, provided the enemy can see or hear you.
+Origin Feat
+You gain the following benefits.
+Inspiring Strike. Once per turn when you score a Critical Hit against a creature, you can choose an ally within 30 feet of yourself who can see or hear you and who lacks Heroic Inspiration. That ally gains Heroic Inspiration.
+Reassert Honor. When an enemy you can see deals damage to an ally of yours that is within 5 feet of you, you have Advantage on your next attack roll against that enemy before the end of your next turn.
+Once per turn when you score a Critical Hit against a creature, you can choose an ally within 30 feet of yourself who can see or hear you and who lacks Heroic Inspiration. That ally gains Heroic Inspiration.
+When an enemy you can see deals damage to an ally of yours that is within 5 feet of you, you have Advantage on your next attack roll against that enemy before the end of your next turn.
+Origin Feat
+You gain the following benefits.
+Entreat. You gain proficiency in one of the following skills: Insight, Performance, or Persuasion.
+Rallying Cry. When you roll Initiative and don’t have the Incapacitated condition, you can choose a number of creatures equal to your Proficiency Bonus that you can see within 30 feet of yourself. Those creatures gain Heroic Inspiration.
+Once you use this benefit, you can’t do so again until you finish a Long Rest.
+Origin Feat
+You gain the following benefits.
+Magic Absorption. Once per turn, when you take damage from a spell or magical effect, you reduce the total damage taken by 1d4. You can’t use this benefit if you have the Incapacitated condition.
+Spellfire Flame. You learn the Sacred Flame cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). You can also cast this cantrip as a Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
+Once per turn, when you take damage from a spell or magical effect, you reduce the total damage taken by 1d4. You can’t use this benefit if you have the Incapacitated condition.
+You learn the Sacred Flame cantrip. Intelligence is your spellcasting ability for this spell. You can also cast this cantrip as a Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
+You learn the Sacred Flame cantrip. Wisdom is your spellcasting ability for this spell. You can also cast this cantrip as a Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
+You learn the Sacred Flame cantrip. Charisma is your spellcasting ability for this spell. You can also cast this cantrip as a Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
+Origin Feat
+You gain the following benefits.
+Stand as One. When an ally within 5 feet of you is subjected to an effect that would push or pull it, you can take a Reaction to prevent that ally from being pushed or pulled. To receive this benefit, the ally can’t have the Incapacitated condition.
+Vigilant. When you take the Ready action, the next attack roll made against you has Disadvantage before the start of your next turn.
+When an ally within 5 feet of you is subjected to an effect that would push or pull it, you can take a Reaction to prevent that ally from being pushed or pulled. To receive this benefit, the ally can’t have the Incapacitated condition.
+When you take the Ready action, the next attack roll made against you has Disadvantage before the start of your next turn.
+Origin Feat
+You gain the following benefits.
+Exploit Opening. When you roll damage for an Opportunity Attack, you can roll the damage dice twice and use either roll against the target.
+Family First. If you have Heroic Inspiration when you roll Initiative, you can expend it to give yourself and your allies Advantage on that Initiative roll.
+When you roll damage for an Opportunity Attack, you can roll the damage dice twice and use either roll against the target.
+If you have Heroic Inspiration when you roll Initiative, you can expend it to give yourself and your allies Advantage on that Initiative roll.
+Never spelunk in the dark again! This cloak of bioluminescent fungus fibers is sure to brighten your day.
+While wearing a Bright Fungal Cloak, you can take a Bonus Action to furl or unfurl it. When the cloak is unfurled, it sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
+One pound of fungus is sewn into a Bright Fungal Cloak. This fungus can be eaten as food. Once all the fungus is consumed, the cloak becomes a mundane set of Traveler’s Clothes.
+Stylish but practical, our desert clothing protects you whether you’re taking a caravan of camels through the Calim Desert or exploring an ancient Mulhorandi tomb.
+When you are wearing Desert Clothing and not wearing Medium or Heavy armor, you automatically succeed on saving throws against the effects of extreme heat. See chapter 3 of the Dungeon Master’s Guide for rules on extreme heat.
+Grant your sins plausible deniability by wearing one of these diabolical masks inspired by fiends from the Nine Hells. Also suitable for patriar galas in the city of Baldur’s Gate.
+While you are wearing a Devil Mask, other creatures have Disadvantage on Intelligence (Investigation) and Wisdom (Insight) checks made to discern your true identity or intentions.
+Our partners in the Zhentarim provide these remarkable pets, fully domesticated and trained to deliver messages. Always wear gloves when handling venomous creatures.
+These outfits are fashionable among fey courtiers in the Moonshae Isles. After winning a riddle game and parting with a lock of hair, I secured enough samples to re-create them in my workshop.
+This garb appeals to Fey from one Domain of Delight, such as the Gloaming Court or the Summer Court. While wearing the garb, you have Advantage on ability checks to influence Fey associated with that Domain of Delight.
+Channel the authority of genies with these elegant Calishite fashions.
+This robe appeals to Elementals associated with a particular Elemental Plane (Air, Earth, Fire, Water). While wearing a Genie Robe, you have Advantage on ability checks made to influence Elementals associated with that plane.
+The wise wizard keeps a copy of all their spells safely tucked away in case of disaster. We supplement our spellbook with a trusty lock secure enough to dissuade curious goblins.
+This 100-page leather-bound tome can be used as a Spellbook. It is closed with a lock that comes with a key. As a Utilize action, a creature can try to pick the lock using Thieves’ Tools, doing so with a successful DC 15 Dexterity (Sleight of Hand) check.
+The people of Icewind Dale have developed many strategies for safely traveling in dangerous wilderness. This outfit, adapted from hunting garb, deters strangers and animals alike.
+A suit of Monster Camouflage looks like a Beast or Monstrosity, such as an owlbear. To discern that you’re disguised, a creature must take the Study action to inspect your appearance and succeed on a DC 10 Intelligence (Investigation or Nature) check. The creature has Advantage on this check if it is within 30 feet of you and automatically succeeds on this check if you do anything the monster you’re disguised as couldn’t do.
+A set of crimson robes received by someone when they joined the Red Wizards. If you are a member of the Red Wizards, these robes magically mend and clean themselves each day at dawn.
+Intrepid explorers from Highplume Station in Icewind Dale have descended steam vents to bring useful fungi up from the Underdark. Our expert crafters took it from there.
+When you’re wearing Warm Fungal Clothing, you automatically succeed on saving throws against the effects of extreme cold. See chapter 3 of the Dungeon Master’s Guide for rules on extreme cold.
+One pound of fungus is sewn into Fungal Clothing. This fungus can be eaten as food. Once all the fungus is consumed, this becomes a mundane set of Traveler’s Clothes.
+Whether you’re hiding from horrifying tundra monsters or you just want a little privacy, this handsome garb can help you keep a low profile in the North.
+While you wear Winter Camouflage in an appropriate environment, you have Advantage on Dexterity (Stealth) checks.
+| d6 | Trinket |
| 1 | A dragon claw pendant on a leather cord |
| 2 | Ashes of a dracolich in a small brass canister |
| 3 | A map of an unknown dragon’s lair |
| 4 | A black pearl etched with a Draconic rune |
| 5 | A drop of dragon’s blood preserved in amber |
| 6 | A scrap of purple silk |
| d6 | Trinket |
| 1 | A pair of earrings made from oak leaves that never wilt |
| 2 | A miniature model cottage made of twigs |
| 3 | A green-glowing firefly in a bottle |
| 4 | A gourd that sounds like rustling leaves when held to one’s ear |
| 5 | A preserved rabbit’s foot on a leather strap |
| 6 | An antler shaped like an Elvish rune |
| d6 | Trinket |
| 1 | A broken harmonica |
| 2 | A powder compact with a hidden compartment |
| 3 | A 2-foot-long peacock feather |
| 4 | A trick coin that’s heads on both sides |
| 5 | A pair of red-tinted spectacles |
| 6 | A scroll of sheet music for an unknown instrument |
| d6 | Trinket |
| 1 | A scrap from a defeated army’s banner |
| 2 | A bit and bridle engraved with the name of a famous steed |
| 3 | The broken blade of a sword used in a famous battle |
| 4 | The left glove of a lord who went mysteriously missing |
| 5 | An articulated toy horse and knight |
| 6 | A spaulder emblazoned with the insignia of an unidentified lord |
| d6 | Trinket |
| 1 | A white feather as heavy as lead |
| 2 | An empty vial made from stained glass |
| 3 | A single cone of gold-flecked incense |
| 4 | A silken blindfold |
| 5 | One half of a pair of manacles |
| 6 | A tarnished aspergillum |
| d6 | Trinket |
| 1 | An amethyst dragon wyrmling’s claw |
| 2 | A common purple quartz cut to resemble a dragon’s eye |
| 3 | A signal whistle audible only to amethyst dragons |
| 4 | A robin’s egg encased in amber |
| 5 | A whetstone that leaves any blade it hones faintly glittery |
| 6 | A vamplate taken from a slain rival jouster |
| d6 | Trinket |
| 1 | A gnarled wand made from petrified yew |
| 2 | A glass jar containing the preserved heart of an unknown animal |
| 3 | A unicorn figurine carved from obsidian |
| 4 | A tattoo needle made from one of your own bones |
| 5 | A bronze amulet in the shape of a scorpion |
| 6 | A razor made of crimson steel |
| d6 | Trinket |
| 1 | A broken dagger etched with your name |
| 2 | A glass eye that always turns to face you |
| 3 | A gold-colored serpent’s tooth |
| 4 | A counterfeit gold coin |
| 5 | A crystal tattoo needle |
| 6 | A contract on a slip of parchment that’s impervious to creases, tears, and fire |
The bandore is a complex bass instrument with additional sets of strings, perfect for accompanying tenor and alto instruments in an ensemble.
+| Ability: Charisma | Weight: 3 lb. |
| Utilize: Play a known tune (DC 10), or improvise a song (DC 15) |
A cittern, distinguished by its pear-shaped bowl, produces a pleasing, richer sound.
+| Ability: Charisma | Weight: 2 lb. |
| Utilize: Play a known tune (DC 10), or improvise a song (DC 15) |
The yarting is the staple stringed instrument of minstrels across Faerûn.
+| Ability: Charisma | Weight: 2 lb. |
| Utilize: Play a known tune (DC 10), or improvise a song (DC 15) |
Don’t let the grouchy reputation of these hardworking creatures deter you. A team of axe beaks can pull your sled with remarkable speed and efficiency.
+Speed. 50 ft.
Carrying Capacity. 210 lb.
We recommend a team of these sled dogs to ease the burden on individual animals. Rotate your dogs through the lead positions to give weary animals a rest.
+Speed. 40 ft.
Carrying Capacity. 210 lb.
Is it any wonder adventurers flock to the Dalelands? It’s not just the majestic forests and flavorful ale; here, everyone minds their own business. These wagons, popularized by adventurers current and retired, can be found from Thunder Pass to Dragon’s Reach.
+This vehicle is a Wagon (see the Player’s Handbook ) covered by durable canvas. A creature has Three-Quarters Cover while riding inside this vehicle.
+Lamps are a liability on adventures. Delicate and prone to oil spillage, lamps fill a hand that should otherwise be wielding a weapon or casting a spell. Once you try one of our elegant and practical rings, you’ll never go back to cumbersome flint and fire.
+While the cover on this ring is open, the ring produces a flame that creates no heat and consumes no fuel. It sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. As a Bonus Action, you can close the cover, smothering the flame, or open it again.
+A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
+A Mechanical Wonder is a dormant object until activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind it, you must take the Utilize action each turn.
+Once wound, a Mechanical Wonder remains activated for the duration specified in the wonder’s description.
+This bipedal wonder is designed to assist with household duties. It vaguely resembles whatever species its creator used as inspiration. An activated domestic wonderuses the Domestic Wonder stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. The domestic wonderis destroyed if it drops to 0 Hit Points.
+This magical tattoo contains the essence of a level 1–3 spell chosen by the tattoo’s creator. While the tattoo is on your body, you always have the associated spell prepared, and you can cast the spell using any spell slots you have of the appropriate level. If you have the Spellcasting or Pact Magic feature, the spell uses your spellcasting ability; otherwise, if the spell requires a saving throw or an attack roll, the spell save DC is 13 and the attack bonus is +5. If your Attunement to the tattoo ends, the tattoo vanishes.
+You can also cast the spell once without a spell slot and spell components. Once the spell is cast in this way, the tattoo vanishes.
+If you want to travel between the Moonshaes, you won’t be able to on foot, by horse, or by cart. You’ll need to sail. And while you could simply hire a boat, where’s the fun in that?
+This small piece of jewelry has 3 charges and regains all expended charges daily at dawn. While you are holding it, you can take a Magic action to expend 1 charge, which causes the jewelry to transform into a sail-powered personal vehicle. The vehicle is roughly the size and shape of a household door with a 10-foot-tall sail extending from one side. After 1 hour or until you use the item’s command word (no action required), the transformation ends and the Windskiff reverts to its jewelry form.
+In vehicle form, a Windskiff is a Medium object with the following statistics: AC 12, HP 30, and Speed 40 ft. The Windskiff hovers a few inches above whatever surface it’s on and can glide; it moves 5 feet horizontally for every 1 foot it descends in the air. A Windskiff and its riders take no damage from falling.
+A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
+A Mechanical Wonder is a dormant object until activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind it, you must take the Utilize action each turn.
+Once wound, a Mechanical Wonder remains activated for the duration specified in the wonder’s description.
+This bipedal wonder is designed to assist with household duties. It vaguely resembles whatever species its creator used as inspiration. An activated domestic wonder uses the Domestic Wonder stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. The domestic wonder is destroyed if it drops to 0 Hit Points.
+If damage reduces the wonder to 0 Hit Points, it makes a Constitution saving throw with a DC of 5 plus the damage taken unless the damage is Lightning or from a Critical Hit. On a successful save, the wonder drops to 1 Hit Point instead.
+The wonder has the Unconscious condition until another creature winds it with the wonder’s unique key for 1 minute. Once wound, the wonder operates for 10 days or until a creature touches the wonder with its key as a Utilize action to deactivate it, after which the wonder has the Unconscious condition until it is wound again.
+Our partners in the Zhentarim provide these remarkable pets, fully domesticated and trained to deliver messages. Always wear gloves when handling venomous creatures.
+The snake doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.
+Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 5 (2d4) Poison damage.
+Medium Construct, Unaligned
+| MOD | SAVE | MOD | SAVE | MOD | SAVE | ||||||
| STR | 13 | +1 | +1 | DEX | 8 | -1 | -1 | CON | 13 | +1 | +1 |
| INT | 3 | -4 | -4 | WIS | 8 | -1 | -1 | CHA | 1 | -5 | -5 |
Mechanical Determination. If damage reduces the wonder to 0 Hit Points, it makes a Constitution saving throw with a DC of 5 plus the damage taken unless the damage is Lightning or from a Critical Hit. On a successful save, the wonder drops to 1 Hit Point instead.
+Wind-Up Operation. The wonder has the Unconscious condition until another creature winds it with the wonder’s unique key for 1 minute. Once wound, the wonder operates for 10 days or until a creature touches the wonder with its key as a Utilize action to deactivate it, after which the wonder has the Unconscious condition until it is wound again.
+Our partners in the Zhentarim provide these remarkable pets, fully domesticated and trained to deliver messages. Always wear gloves when handling venomous creatures.
+Tiny Beast, Unaligned
+| MOD | SAVE | MOD | SAVE | MOD | SAVE | ||||||
| STR | 4 | -3 | -3 | DEX | 15 | +2 | +2 | CON | 11 | +0 | +0 |
| INT | 2 | -4 | -4 | WIS | 12 | +1 | +1 | CHA | 5 | -3 | -3 |
Flyby. The snake doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.
+Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 5 (2d4) Poison damage.
+god of the sun
+god of indulgence, archdevil of the Nine Hells
+goddess of winter
+god of wizardry
+god of tyranny
+goddess of misfortune
+god of murder
+goddess of agriculture
+god of lies
+god of writing
+drow goddess of song and moonlight
+goddess of peace
+god of craft
+god of watchfulness
+god of endurance
+god of the dead
+god of dawn and renewal
+goddess of illusion
+goddess of joy
+drow goddess of spiders
+goddess of pain
+god of the hunt
+god of thieves
+goddess of forests
+god of poetry and song
+god of death
+goddess of magic
+god of knowledge
+goddess of strategy
+goddess of the moon
+goddess of darkness and loss
+god of journeys and travel
+god of wild nature
+goddess of love and beauty
+goddess of poison and disease
+god of storms
+god of war
+god of courage and self-sacrifice
+goddess of good fortune
+god of justice
+goddess of the sea
+goddess of trade
+Spoken by the inhabitants of Aglarond and the Yuirwood, one of the Arcane Empires of the East
+Spoken by the inhabitants of Calimshan to the south
+Spoken by the Uthgardt nomads who wander the tundras of the Savage Frontier and the Far North
+Spoken by the inhabitants of Chessenta, one of the Old Empires to the east.
+Spoken by the inhabitants of Chondath in the Vilhon Reach. Due to their vast trading influence, it is also spoken widely across the entirety of Faerûn
+Spoken by the inhabitants of Damara in the Forgotten Lands to the northeast, as well as in the Heartlands.
+Spoken by the inhabitants of the Frozen North and the Trackless Sea
+Spoken by the inhabitants of Lantan, a distant archipelago in the southern expanse of the Trackless Sea
+Spoken by the Bedine nomads who wander the wastelands of the Anauroch desert
+Spoken by the inhabitants of Mulhorand, one of the Old Empires to the east.
+The ancient language of the Netheril empire. It is spoken by the Shadovar living among the ruins of Thultantar and other Netherese ruins
+Spoken by the inhabitants of Rashemen, a land of wild tribes of berserkers and witches north of Thay.
+Spoken by the Reghed nomads who wander the frozen lands of Icewind Dale and the Far North
+Spoken by the inhabitants of Sespech in the Vilhon Reach.
+Spoken by the inhabitants of Thay.
+Spoken by the inhabitants of Turmish in the Vilhon Reach.
+Spoken by the inhabitants of Unther, one of the Old Empires to the east.
+For the duration, moonlight fills a 20-foot Emanation originating from you with Dim Light. While in that area, you and your allies have Half Cover and Resistance to Cold, Lightning, and Radiant damage.
+While the spell lasts, you can use one of the following options, ending the spell immediately:
+Liberation. When you fail a saving throw to avoid or end the Frightened, Grappled, or Restrained condition, you can take a Reaction to succeed on the save instead.
+Respite. As a Magic action, you or an ally within the area regains Hit Points equal to 4d10 plus your spellcasting ability modifier.
+You ward yourself against destructive energy, reducing the damage taken by 4d6 plus your spellcasting ability modifier.
+If the triggering damage was from a creature within range, you can force the creature to make a Constitution saving throw. The creature takes 4d6 Force damage on a failed save or half as much damage on a successful one.
+Using a Higher-Level Spell Slot. The damage reduction and Force damage from this spell both increase by 1d6 for every spell slot level above 4.
+You create a 3-foot-long blade-shaped planar rift that lasts for the duration. The rift appears within range in a space of your choice, and you can immediately make up to two melee spell attacks, each one against a creature or object within 5 feet of the rift. On a hit, the target takes 10d6 Force damage. This attack scores a Critical Hit if the number on the d20 is 18 or higher.
+As a Bonus Action on your later turns, you can move the rift up to 60 feet and repeat the two attacks against a creature or an object within 5 feet of it. You can direct the attacks at the same target or at different ones.
+The blade can harmlessly pass through any barrier, including ones created by spells like Wall of Force.
+Thunderous reverberations fill a 10-foot Emanation originating from you for the duration. Whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature makes a Constitution saving throw. On a failed save, the creature takes 3d6 Thunder damage and has the Deafened condition until the start of your next turn. On a successful save, the creature takes half as much damage only. A creature makes this save only once per turn. When you cast this spell, you can designate creatures to be unaffected by it.
+In addition, you have Resistance to Thunder damage, and ranged attack rolls against you are made with Disadvantage.
+Using a Higher-Level Spell Slot. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
+You conjure a group of intangible, orderly spirits that appear as a Medium group of modrons or other Constructs in an unoccupied space you can see within range. The spirits last for the duration.
+When you cast this spell and as a Magic action on subsequent turns, you can command the spirits to target one creature or object you can see within 5 feet of the spirits and create one of the following effects:
+Clockwork Force. The target makes a Dexterity saving throw, taking 3d6 Force damage on a failed save or half as much damage on a successful one.
+Orderly Ward. The target gains Temporary Hit Points equal to 1d6 plus your spellcasting ability modifier.
+When you move on your turn, you can also move the spirits up to 30 feet to an unoccupied space you can see.
+Using a Higher-Level Spell Slot. The damage and Temporary Hit Points both increase by 1d6 for each spell slot level above 3.
+For the duration, an inky aura surrounds one creature you touch. The target has Advantage on Death Saving Throws, and once per turn, when a creature within 5 feet of the target hits it with a melee attack roll, the attacker takes 2d4 Necrotic damage.
+You summon a group of helpful spirits, which lasts for the duration. The spirits appear as homunculi or as another Construct of your choice but are intangible and invulnerable, and they are considered to have proficiency in the Arcana skill and with the set of Artisan’s Tools used in the spell’s casting.
+If you are crafting an item, the spirits function as a single assistant for your crafting, halving the crafting time.
+Deathly power fills a 60-foot Emanation originating from you for the duration.
+When you cast this spell, you can designate creatures to be unaffected by it. Any other creature can’t regain Hit Points while in the Emanation. Whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature makes a Constitution saving throw. On a failed save, the creature takes 3d10 Necrotic damage and has the Prone condition. On a successful save, the creature takes half as much damage and its Speed is halved. A creature makes this save only once per turn.
+Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of two secondary casters. If the spell is cast as a Circle spell, its duration becomes Concentration, up to 10 minutes.
+A creature that fails its save against the spell’s effect also gains 1 Exhaustion level. While the creature has Exhaustion levels, finishing a Long Rest neither restores lost Hit Points nor reduces the creature’s Exhaustion level.
+When the spell is cast, each secondary caster must expend a level 4+ spell slot; otherwise, the spell fails.
+You create a 20-foot-radius Sphere of inky fog within range. The fog is magical Darkness and lasts for the duration or until a strong wind (such as the one created by the Gust of Wind spell) disperses it, ending the spell.
+Each creature in the Sphere when it appears makes a Wisdom saving throw. On a failed save, a creature takes 5d6 Psychic damage and subtracts 1d6 from its saving throws until the end of its next turn. On a successful save, a creature takes half as much damage only. A creature also makes this save when the Sphere moves into its space, when it enters the Sphere, or when it ends its turn inside the Sphere. A creature makes this save only once per turn.
+The Sphere moves 10 feet away from you at the start of each of your turns.
+Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of five secondary casters. In addition to the spell’s usual components, you must provide a special component (a string of three black pearls from Pandemonium), which the spell consumes. The spell’s range increases to 1 mile, and its duration increases to until dispelled (no Concentration required). The spell ends early if any caster who participated in this casting contributes to another casting of Doomtide as a Circle spell.
+When the spell is cast, each secondary caster must expend a level 3+ spell slot; otherwise, the spell fails.
+Six chromatic spheres orbit you for the duration. While the spheres are present, you can expend spheres to create the following effects:
+Absorb Energy. When you take Acid, Cold, Fire, Lightning, or Thunder damage, you can take a Reaction to expend one sphere and give yourself Resistance to the triggering damage type until the start of your next turn.
+Energy Blast. As a Bonus Action, you send one sphere hurtling toward a target within 120 feet of yourself. Make a ranged spell attack. On a hit, the target takes 3d6 Acid, Cold, Fire, Lightning, or Thunder damage (your choice). Regardless of whether you hit, the sphere is expended.
+The spell ends early if you have no more spheres remaining.
+Using a Higher-Level Spell Slot. The number of spheres increases by 1 for every spell slot level above 6.
+Arcane wards protect you against magic for the duration. You have Advantage on saving throws against spells and magical effects. Additionally, if you succeed on a saving throw against a spell or magical effect and would normally take half as much damage, you instead take no damage.
+You create a glowing mote of energy that hovers above you for the duration. The mote sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
+When you cast this spell and as a Bonus Action on later turns, you can unleash a shining bolt from the mote, targeting one creature within 120 feet of yourself. Make a ranged spell attack. On a hit, the target takes Force or Radiant damage (your choice) equal to 4d10 plus your spellcasting ability modifier.
+In addition, while the mote is present, you have Three-Quarters Cover, and if you succeed on a saving throw against a spell of level 7 or lower that targeted only you and didn’t create an area of effect, you can take a Reaction to deflect that spell back at the spell’s caster; the caster makes a saving throw against that spell using that caster’s own spell save DC.
+Silver energy bursts out from you in a 120-foot-long, 5-foot-wide Line. Each creature of your choice in the Line makes a Strength saving throw. On a failed save, a creature takes 3d10 Force damage and has the Prone condition. On a successful save, a creature takes half as much damage only.
+Using a Higher-Level Spell Slot. The damage increases by 1d10 for every spell slot level above 3.
+You imbue one creature you touch with magical healing energy for the duration. Whenever the target casts a spell using a spell slot, the target can immediately roll a number of unexpended Hit Point Dice equal to the spell slot’s level and regain Hit Points equal to the roll’s total plus your spellcasting ability modifier; those dice are then expended.
+You imbue yourself with the elemental power of genies. You gain the following benefits until the spell ends:
+Elemental Immunity. When you cast this spell, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You have Resistance to the chosen damage type.
+Elemental Pulse. When you cast this spell and at the start of each of your subsequent turns, you release a burst of elemental energy in a 15-foot Emanation originating from yourself. Each creature of your choice in that area makes a Dexterity saving throw. On a failed save, a creature takes 2d6 Acid, Cold, Fire, Lightning, or Thunder damage (your choice) and has the Prone condition. On a successful save, a creature takes half as much damage only.
+Flight You gain a Fly Speed of 30 feet and can hover.
+Casting as a Circle Spell. If the spell is cast as a Circle spell, its casting time increases to 1 minute, and its duration increases to Concentration, up to 10 minutes. For each secondary caster who participates in the casting, you can choose one additional creature, to a maximum of nine additional creatures. The chosen creatures also gain the benefits of the spell for its duration.
+When the spell is cast, each secondary caster must expend a level 2+ spell slot; otherwise, the spell fails.
+You unleash a blast of brilliant fire. Make a ranged spell attack against a target within range; a target gains no benefit from Half Cover or Three-Quarters Cover for this attack roll. On a hit, the target takes 2d10 Radiant damage.
+Using a Higher-Level Spell Slot. You create an additional blast for each spell slot level above 1. You can direct the blasts at the same target or at different ones. Make a separate attack roll for each blast.
+You conjure a pillar of spellfire in a 20-foot-radius, 20-foot-high Cylinder centered on a point within range. The area of the Cylinder is Bright Light, and each creature in it when it appears makes a Constitution saving throw, taking 4d10 Radiant damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
+In addition, whenever a creature in the Cylinder casts a spell, that creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
+When you cast this spell, you can designate creatures to be unaffected by it.
+Using a Higher-Level Spell Slot. The damage increases by 1d10 for every spell slot level above 4.
+Casting as a Circle Spell. In addition to the spell’s usual components, you must provide a special component (a blue star sapphire worth 25,000+ GP), which the spell consumes. The spell’s range increases to 1 mile, and it no longer requires Concentration. When the spell is cast, each secondary caster must expend a level 3+ spell slot; otherwise, the spell fails.
+The number of secondary casters determines the spell’s area of effect and duration, as shown in the table below. The spell ends early if any caster who participated in this casting contributes to another casting of Spellfire Storm as a Circle spell.
+| Secondary Casters | Area of Effect | Duration |
| 1-3 | 40-foot-radius, 40-foot-high Cylinder | 1 hour |
| 4-6 | 60-foot-radius, 60-foot-high Cylinder | 8 hours |
| 7+ | 100-foot-radius, 100-foot-high Cylinder | 24 hours |
A shimmering, spectral snake encircles your body for the duration. You gain 15 Temporary Hit Points; the spell ends early if you have no Temporary Hit Points left.
+While the spell is active, you gain the following benefits:
+Climbing. You gain a Climb Speed equal to your Speed.
+Venomous Bite. As a Magic action, you can make a ranged spell attack using the snake against one creature within 50 feet. On a hit, the target takes 1d6 Force damage and has the Poisoned condition until the start of your next turn. While Poisoned, the target has the Incapacitated condition.
+Using a Higher-Level Spell Slot. For each spell slot level above 3, the number of Temporary Hit Points you gain from this spell increases by 5, and the damage of Venomous Bite increases by 1d6.
+You hurl a disorienting magical force toward one creature within range. The target makes a Constitution saving throw; Constructs and Undead automatically succeed on this save.
+On a failed save, the target takes 2d4 Force damage, its Speed is halved until the start of your next turn, and on its next turn, it can take only an action or a Bonus Action (but not both). On a successful save, the target takes half as much damage only.
+Using a Higher-Level Spell Slot. The damage increases by 2d4 for every spell slot level above 1.
+Millennia ago, elf mages researching alternative magical traditions developed a technique by which many spellcasters working together could cast spells beyond the limit of any individual. This technique became known as circle magic, and although it was initially developed by elves, spellcasters in Thay and Rashemen reinvented the technique, and from there it quickly spread to other realms in Faerûn.
+When a group of spellcasters collectively channel their magic into a single spell, they can enhance and augment the spell’s magic in powerful ways. A spell cast in this way is known as a Circle spell.
+Any spell that has a casting time of an action or 1 minute or longer and is cast using a spell slot can be cast as a Circle spell. To cast a Circle spell, follow the usual rules for spellcasting, as described in the Player’s Handbook , as well as the following rules for Circle spells.
+A Circle spell has one primary caster (“you” in these rules). Unless otherwise specified, you as the primary caster decide the spell’s targets, maintain Concentration if required by the spell’s Duration entry, provide the spell’s components, expend the slot for casting the spell, and decide any of the other options noted in the spell’s description. The spell’s effects originate from you.
+Any spell that has a casting time of an action or 1 minute or longer and is cast using a spell slot can be cast as a Circle spell. To cast a Circle spell, follow the usual rules for spellcasting, as described in the Player’s Handbook , as well as the following rules for Circle spells.
+You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option (see "Circle Casting Options" below) you’re using for this casting; you must also meet any of the other requirements described in that option’s text. Until the Circle spell’s casting is complete (see below), you must maintain Concentration on the spell.
+If a Reaction would trigger when a creature casts a spell—such as the Reaction taken to cast Counterspell—it also triggers when you take this action to initiate a Circle spell.
+Casting a Circle spell requires that one or more other spellcasters, called secondary casters, lend their magic to the spell. A secondary caster must have either the Spellcasting or Pact Magic feature to participate in a Circle spell.
+After you initiate the spell, each secondary caster takes the Magic action to contribute to the spell. A secondary caster can take this action only while within 30 feet of you and before the start of your next turn.
+If the spell has a casting time of an action, the Circle spell’s effects occur immediately after the final secondary caster takes the required action to contribute to the spell. You decide which secondary caster is the final one.
+If the spell has a casting time of 1 minute or more, you and each secondary caster must take the Magic action on each of your turns for the entire casting time, and you must each maintain Concentration while you do so. In this case, if any caster’s Concentration is broken, the spell fails.
+ +If a Circle spell fails, nothing happens. You don’t expend a spell slot, and any Material components aren’t consumed. To cast the spell again, you must start over.
+The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.
+Some spells have a “Casting as a Circle Spell” section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.
+When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.
+When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spell’s effects remain active.
+When you cast a spell that creates an area of effect, you can increase one dimension of the spell’s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.
+Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots aren’t expended.
+When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.
+Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots aren’t expended.
+| Secondary Casters | The Spell Increases Duration By... |
| 1-3 | 1 hour |
| 4-6 | 8 hours |
| 7+ | 24 hours |
When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.
+If the spell’s area of effect can be moved, the safe zone moves with it.
+When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material component’s minimum cost to 200 GP.
+Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spell’s level (no action required). If the spell fails, these spell slots aren’t expended.
+