Party level: to



Change class color:
Back to default color


Show pictures:



Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

+1 All-Purpose Tool,TCE,uncommon,wondrous item,requires attunement by an artificer,This simple screwdriver can transform into a variety of tools

+1 All-Purpose Tool,TCE,uncommon,wondrous item,requires attunement by an artificer,This simple screwdriver can transform into a variety of tools as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the Equipment chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

+2 All-Purpose Tool,TCE,rare,wondrous item,requires attunement by an artificer,This simple screwdriver can transform into a variety of tools

+2 All-Purpose Tool,TCE,rare,wondrous item,requires attunement by an artificer,This simple screwdriver can transform into a variety of tools as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the Equipment chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.While holding this tool, you gain a +2 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

+3 All-Purpose Tool,TCE,very rare,wondrous item,requires attunement by an artificer,This simple screwdriver can transform into a variety of tools

+3 All-Purpose Tool,TCE,very rare,wondrous item,requires attunement by an artificer,This simple screwdriver can transform into a variety of tools as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the Equipment chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.While holding this tool, you gain a +3 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Amulet of the Black Skull,ToA,very rare,wondrous item,requires attunement,,1 lb.,,This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn't need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn't subject to the magic restrictions placed on the Tomb of the Nine Gods

Amulet of the Black Skull,ToA,very rare,wondrous item,requires attunement,,1 lb.,,This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn't need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn't subject to the magic restrictions placed on the Tomb of the Nine Gods thus, the amulet can be used to enter and exit the tomb.If you aren't undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table.Black Skull Transformationd100Transformation01-20The symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can't be restored by magic.21-35You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour.36-50You grow smaller as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour.51-70You arrive at the destination wearing nothing but the amulet of the black skull. Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you.71-95You are paralyzed for 1 minute or until this effect is ended with a lesser restoration spell or similar magic.96-00You become petrified. This effect can be ended only with a greater restoration spell or similar magic., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Arcane Cannon,EGW,very rare,wondrous item,,This Large cannon is imbued with magic. It requires no ammunition and doesn't need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again.The creature firing the cannon chooses the effect from the following options: Acid Jet. The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns

Arcane Cannon,EGW,very rare,wondrous item,,This Large cannon is imbued with magic. It requires no ammunition and doesn't need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again.The creature firing the cannon chooses the effect from the following options: Acid Jet. The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns a creature can end this damage by using its action to wash off the acid with a pint or more of water. Fire Jet. The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. Frost Shot. The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn't reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success. Lightning Shot. The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save. Poison Spray. The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Armor of Safeguarding,BGG,very rare,generic variant,requires attunement,Set in the center of this armor's chest is a citrine engraved with the shield rune.While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level. Invoking the Rune. As an action, you can invoke the armor's rune to cast the beacon of hope spell with it

Armor of Safeguarding,BGG,very rare,generic variant,requires attunement,Set in the center of this armor's chest is a citrine engraved with the shield rune.While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level. Invoking the Rune. As an action, you can invoke the armor's rune to cast the beacon of hope spell with it the spell has a duration of 1 minute and doesn't require concentration. Once the rune has been invoked, it can't be invoked again until the next dawn. Base items. This item variant can be applied to the following base items:Chain Mail (Chain Mail of Safeguarding)Plate Armor (Plate Armor of Safeguarding)Ring Mail (Ring Mail of Safeguarding)Splint Armor (Splint Armor of Safeguarding), 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Armor of Vulnerability (Bludgeoning),DMG,rare,heavy armor (plate armor),requires attunement,AC 18,65 lb.,,While wearing this armor, you have resistance to bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic

Armor of Vulnerability (Bludgeoning),DMG,rare,heavy armor (plate armor),requires attunement,AC 18,65 lb.,,While wearing this armor, you have resistance to bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic removing the armor fails to end the curse. While cursed you have vulnerability to piercing and slashing damage.The wearer has disadvantage on Dexterity (Stealth) checks.If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Armor of Vulnerability (Piercing),DMG,rare,heavy armor (plate armor),requires attunement,AC 18,65 lb.,,While wearing this armor, you have resistance to piercing damage. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic

Armor of Vulnerability (Piercing),DMG,rare,heavy armor (plate armor),requires attunement,AC 18,65 lb.,,While wearing this armor, you have resistance to piercing damage. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and slashing damage.The wearer has disadvantage on Dexterity (Stealth) checks.If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Armor of Vulnerability (Slashing),DMG,rare,heavy armor (plate armor),requires attunement,AC 18,65 lb.,,While wearing this armor, you have resistance to slashing damage. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic

Armor of Vulnerability (Slashing),DMG,rare,heavy armor (plate armor),requires attunement,AC 18,65 lb.,,While wearing this armor, you have resistance to slashing damage. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage.The wearer has disadvantage on Dexterity (Stealth) checks.If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Arrow of Slaying (*),DMG,very rare,ammunition, generic variant,,* This generic variant has the same name and source as the item arrow of slaying.An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others

Arrow of Slaying (*),DMG,very rare,ammunition, generic variant,,* This generic variant has the same name and source as the item arrow of slaying.An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common. Base items. This item variant can be applied to the following base items:Arrow (Arrow of Slaying)Blowgun Needle (Blowgun Needle of Slaying)Crossbow Bolt (Crossbow Bolt of Slaying)Sling Bullet (Sling Bullet of Slaying), 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Azuremite,TDCSR,unknown (magic),illegal drug,,The ruins of this sprawling city are now known as the Crystalfen Caverns. These caves are home to scattered veins of azuremite, a gorgeous blue crystal that formed from millennia of psychic energies existing near element deposits. Curious explorers who discovered the veins found that, when mined and refined into a fine dust, the azuremite powder is a strong mind-altering agent and induces temporary visions and other psychic phenomena.While a number of small, isolated entrances to this labyrinth of tunnels have been discovered and adventuring parties have attempted to chart the mines, the caverns are so vast and deep that either they gave up for fear of becoming lost, or they were assailed by the terrible denizens of the caverns, never to return. Most who now brave the caverns are foolish treasure hunters or criminals seeking to mine more azuremite to sell on the black market.This item is an illegal drug

Azuremite,TDCSR,unknown (magic),illegal drug,,The ruins of this sprawling city are now known as the Crystalfen Caverns. These caves are home to scattered veins of azuremite, a gorgeous blue crystal that formed from millennia of psychic energies existing near element deposits. Curious explorers who discovered the veins found that, when mined and refined into a fine dust, the azuremite powder is a strong mind-altering agent and induces temporary visions and other psychic phenomena.While a number of small, isolated entrances to this labyrinth of tunnels have been discovered and adventuring parties have attempted to chart the mines, the caverns are so vast and deep that either they gave up for fear of becoming lost, or they were assailed by the terrible denizens of the caverns, never to return. Most who now brave the caverns are foolish treasure hunters or criminals seeking to mine more azuremite to sell on the black market.This item is an illegal drug see Illegal Drugs for more information., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Basic Fishing Equipment,AAG,none,adventuring gear,1 sp,Basic Fishing Equipment includes a pole, a line, a hook, and either a lure or some bait.Fishing is a popular pastime in Wildspace and the Astral Sea, though this activity isn't possible aboard a ship that is moving faster than its flying speed. At the end of each hour spent fishing, a character can make a DC 15 Wisdom (Survival) check. A failed check indicates no fish is caught during that hour. On a successful check, roll a d10 and consult the Fishing table to determine the catch.d10Catch1-2Tiny, inedible fish (a creature that consumes it is poisoned for 1 hour)3-5Tiny, edible fish (feeds one person)6-8Small, edible fish (feeds up to four people)9Hostile space eel (see Boo's Astral Menagerie

Basic Fishing Equipment,AAG,none,adventuring gear,1 sp,Basic Fishing Equipment includes a pole, a line, a hook, and either a lure or some bait.Fishing is a popular pastime in Wildspace and the Astral Sea, though this activity isn't possible aboard a ship that is moving faster than its flying speed. At the end of each hour spent fishing, a character can make a DC 15 Wisdom (Survival) check. A failed check indicates no fish is caught during that hour. On a successful check, roll a d10 and consult the Fishing table to determine the catch.d10Catch1-2Tiny, inedible fish (a creature that consumes it is poisoned for 1 hour)3-5Tiny, edible fish (feeds one person)6-8Small, edible fish (feeds up to four people)9Hostile space eel (see Boo's Astral Menagerie feeds up to twelve people)10Hostile gray scavver (see Boo's Astral Menagerie, feeds up to twenty people), some other creature of the DM's choosing, or an Tiny object of the DM's choosing 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Climber's Kit,PHB,none,adventuring gear12 lb.,25 gp,A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself

Climber's Kit,PHB,none,adventuring gear12 lb.,25 gp,A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Corecut Dagger,TDCSR,very rare,weapon (dagger), simple weapon, melee weapon,requires attunement,1d4, piercing, - finesse, light, thrown (20/60 ft.),1 lb.,,This dark metal blade bends in a wicked, hooked curve. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, you can spend 1 Hit Die to deal an extra 3d6 necrotic damage. Curse. This weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the dagger curses you until you are targeted by the remove curse spell or similar magic

Corecut Dagger,TDCSR,very rare,weapon (dagger), simple weapon, melee weapon,requires attunement,1d4, piercing, - finesse, light, thrown (20/60 ft.),1 lb.,,This dark metal blade bends in a wicked, hooked curve. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, you can spend 1 Hit Die to deal an extra 3d6 necrotic damage. Curse. This weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the dagger curses you until you are targeted by the remove curse spell or similar magic disposing of the dagger fails to end the curse. While cursed, whenever you receive magical healing, you must spend 1 Hit Die to regain any hit points. If you spend all your Hit Dice at any point, you die. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Crown of the Wrath Bringer,BGG,rare,wondrous item,requires attunement,This jagged iron circlet bears ornaments in the shape of the enemy rune. When worn, the crown glows with pale light as it draws upon the wearer's fury to strike opponents with vicious terror.When you make an attack roll against a creature and hit it while wearing this crown, you can spend and roll one of your unspent Hit Dice. The creature takes extra psychic damage equal to the number rolled. Invoking the Rune. As an action, you can invoke the crown's rune to cast the fear spell (save DC 15) with it

Crown of the Wrath Bringer,BGG,rare,wondrous item,requires attunement,This jagged iron circlet bears ornaments in the shape of the enemy rune. When worn, the crown glows with pale light as it draws upon the wearer's fury to strike opponents with vicious terror.When you make an attack roll against a creature and hit it while wearing this crown, you can spend and roll one of your unspent Hit Dice. The creature takes extra psychic damage equal to the number rolled. Invoking the Rune. As an action, you can invoke the crown's rune to cast the fear spell (save DC 15) with it the spell has a duration of 1 minute and doesn't require concentration. Once the rune has been invoked, it can't be invoked again until the next dawn., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Damselfly Ship,AAG,none,vehicle (space),,Speed: 8 mphCarrying Capacity: 5 tons cargoCrew 9, AC 19, HP 200, Damage Threshold 15,,20.000 gp,This swift but cramped ship is made mostly of metal. It can't float on water, but its legs enable it to land safely on the ground. A sliding hatch just behind the wings allows access to the ship's mangonel turret. The ship's cargo hold can easily be turned into crew cabins or another weapon deck.Damselfly ships are often used as courier vessels and armored transports. Explorers and pirates like them because they're fast and sturdy. Military leaders use them as command ships for the same reasons.Damselfly ship owners are a proud lot, fond of painting their ships in colorful patterns as well as customizing their vessels with special equipment. Large, private gatherings of damselfly ship owners are not uncommon

Damselfly Ship,AAG,none,vehicle (space),,Speed: 8 mphCarrying Capacity: 5 tons cargoCrew 9, AC 19, HP 200, Damage Threshold 15,,20.000 gp,This swift but cramped ship is made mostly of metal. It can't float on water, but its legs enable it to land safely on the ground. A sliding hatch just behind the wings allows access to the ship's mangonel turret. The ship's cargo hold can easily be turned into crew cabins or another weapon deck.Damselfly ships are often used as courier vessels and armored transports. Explorers and pirates like them because they're fast and sturdy. Military leaders use them as command ships for the same reasons.Damselfly ship owners are a proud lot, fond of painting their ships in colorful patterns as well as customizing their vessels with special equipment. Large, private gatherings of damselfly ship owners are not uncommon they use these get-togethers to show off their ships and to race one another through asteroid belts and other obstacle courses, either for rewards or bragging rights., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Deck of Many More Things,BMT,legendary,wondrous item,,Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.)Like the Deck of Many Things, the Deck of Many More Things manifests differently on various worlds. While it can include fewer or different cards, it frequently appears with a Deck of Many Things as part of a combined deck of sixty-six illuminated cards. The combined deck is usually protected by a box or pouch. The forty-four cards of the Deck of Many More Things bear similar imagery to those in the Deck of Many Things and have potent magical effects, which are detailed later in this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect.As soon as you draw a card, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.Unless it is the Fool or the Jester card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to draw the same card multiple times.The DM can use the physical cards provided in The Deck of Many Things card set to build a combined Deck of Many Things and Deck of Many More Things, including whichever cards they desire. Alternatively, roll on the Deck of Many More Things table below to randomly determine what cards are drawn.Deck of Many More Thingsd100Card01Aberration02Balance*03Beast04Book05Bridge06Campfire07Cavern08Celestial09Comet*10Construct11Corpse12Crossroads13Donjon*14Door15Dragon16Elemental17Euryale*18Expert19Fates*20Fey21Fiend22Flames*23Fool*24Gem*25Giant26Humanoid27Jester*28Key*29Knight*30Lance31Mage32Map33Maze34Mine35Monstrosity36Moon*37Ooze38Path39Pit40Plant41Priest42Prisoner43Puzzle*44Ring45Rogue*46Ruin*47Sage*48Shield49Ship50Skull*51Staff52Stairway53Star*54Statue55Sun*56Talons*57Tavern58Temple59Throne*60Tomb61Tower62Tree63Undead64Void*65Warrior66Well67-00Roll again Aberration. You gain telepathy within a range of 90 feet. Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the Beast's game statistics, and any nonmagical equipment you're wearing or carrying melds into your new form and can't be used. Any magic items you're carrying drop in an unoccupied space within 5 feet of your new form.You remain transformed in this way for 2d12 days

Deck of Many More Things,BMT,legendary,wondrous item,,Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.)Like the Deck of Many Things, the Deck of Many More Things manifests differently on various worlds. While it can include fewer or different cards, it frequently appears with a Deck of Many Things as part of a combined deck of sixty-six illuminated cards. The combined deck is usually protected by a box or pouch. The forty-four cards of the Deck of Many More Things bear similar imagery to those in the Deck of Many Things and have potent magical effects, which are detailed later in this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect.As soon as you draw a card, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.Unless it is the Fool or the Jester card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to draw the same card multiple times.The DM can use the physical cards provided in The Deck of Many Things card set to build a combined Deck of Many Things and Deck of Many More Things, including whichever cards they desire. Alternatively, roll on the Deck of Many More Things table below to randomly determine what cards are drawn.Deck of Many More Thingsd100Card01Aberration02Balance*03Beast04Book05Bridge06Campfire07Cavern08Celestial09Comet*10Construct11Corpse12Crossroads13Donjon*14Door15Dragon16Elemental17Euryale*18Expert19Fates*20Fey21Fiend22Flames*23Fool*24Gem*25Giant26Humanoid27Jester*28Key*29Knight*30Lance31Mage32Map33Maze34Mine35Monstrosity36Moon*37Ooze38Path39Pit40Plant41Priest42Prisoner43Puzzle*44Ring45Rogue*46Ruin*47Sage*48Shield49Ship50Skull*51Staff52Stairway53Star*54Statue55Sun*56Talons*57Tavern58Temple59Throne*60Tomb61Tower62Tree63Undead64Void*65Warrior66Well67-00Roll again Aberration. You gain telepathy within a range of 90 feet. Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the Beast's game statistics, and any nonmagical equipment you're wearing or carrying melds into your new form and can't be used. Any magic items you're carrying drop in an unoccupied space within 5 feet of your new form.You remain transformed in this way for 2d12 days nothing can alter your form while you're under the effects of this card, but the Wish spell can end the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed. Book. You gain the ability to speak, read, and write 1d6 + 2 languages of your choice. Bridge. You gain the ability to cast the Time Stop spell 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Campfire. You immediately gain the benefits of finishing a long rest. Cavern. You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings, while leaving your hands free. Celestial. You sprout a pair of softly luminescent, feathered wings from your back and gain a flying speed of 30 feet. Construct. A homunculus appears in an unoccupied space within 5 feet of you. The appearance of the homunculus is determined by the DM, and the homunculus treats you as its creator. Corpse. You immediately drop to 0 hit points, have the unconscious condition, and must begin making death saving throws. Spells and other magical effects that restore hit points have no effect on you until you are stabilized. If you fail three death saving throws, you die and can be resurrected only by the Wish spell. Crossroads. Roll a d20. If the roll is even, you age 1d10 years. If the roll is odd, you become younger by 1d10 years, to a minimum of 1 year. This effect can be undone only by the Wish spell, divine intervention, or similar magic. Door. You gain the ability to cast the Gate spell 1d4 times, requiring no material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Dragon. A dragon egg appears at your feet and immediately hatches into a dragon wyrmling. The type of dragon is chosen by the DM. The wyrmling views you as its parent and is staunchly loyal to you and your allies. Elemental. You become immune to one of the following damage types (choose immediately upon drawing this card): acid, cold, fire, lightning, or thunder. Expert. Your Dexterity score increases by 2, to a maximum of 22. Fey. A fey crossing opens into the Feywild, and you're immediately pulled through it, disappearing in a flash of rainbow-colored light. You draw no more cards.The fey crossing appears as a shimmering fractal of light above the deck, and it remains open for 1 minute after the card is drawn. The precise location in the Feywild to which the fey crossing leads is determined by the DM. Fiend. A powerful Fiend appears in a nearby unoccupied space and offers you a deal. The precise nature of this deal is up to the DM, but usually the Fiend offers some material reward in exchange for you and your allies completing a task for the Fiend. The Fiend is indifferent to you and can be bargained with, it keeps its side of any bargain it makes, though it might twist the wording of any agreement to suit its purposes. If attacked, or if negotiations fail and you refuse the Fiend's offer, it returns to its home plane. Giant. You immediately grow 2d10 inches in height, and your hit point maximum and current hit points both increase by 20. Humanoid. You can immediately choose to stop drawing from the deck, regardless of how many cards you initially declared. Lance. All your ability scores increase by 1, to a maximum of 20. Mage. Your Intelligence score increases by 2, to a maximum of 22. Map. At any time you choose within 1 year of drawing this card, you can mentally name or describe an object or individual that is familiar to you. You immediately know the location of the object or individual, as well as the distance between you and the object or individual, even if the object or individual is on a different plane of existence. If you named an individual, you know if they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining. Maze. You gain 1d3 levels of exhaustion. Mine. A pile of 2d6 gems (each worth 5,000 gp) and 1d10 chunks of precious ore (each worth 2,500 gp) appears at your feet. Monstrosity. A Large or larger Monstrosity with a challenge rating of 10 or less (chosen by the DM) appears in an unoccupied space within 15 feet of you. The creature is hostile toward you and attacks immediately. The creature disappears when it is killed or when you are reduced to 0 hit points. If there isn't enough space for a Large or larger creature to appear, this card has no effect. Ooze. A gelatinous cube immediately appears in your space and engulfs you. The gelatinous cube is hostile and remains until it is destroyed. If there isn't enough space for the gelatinous cube to appear, this card has no effect. Path. Your walking speed increases by 10 feet. Pit. A pit opens beneath you. You plummet 3d6 × 10 feet, take damage from the fall, and have the prone condition. Plant. You gain the ability to cast Speak with Plants without using a spell slot 0 xp

  • Armor class you must finish a long rest before you can cast it this way again. If you have spell slots of 3rd level or higher, you can cast this spell using them. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Priest. Your Wisdom score increases by 2, to a maximum of 22. Prisoner. Glowing chains made of magical force appear and wrap around you. You have the restrained condition until the chains are destroyed or you are freed. While you have this condition, you can't cast spells, and any magic items you're wearing or carrying have their properties suppressed. You draw no more cards. The chains are immune to damage and can't be dispelled using the Dispel Magic spell or similar magic. However, a Disintegrate spell destroys the chains instantly, freeing you. Another creature can also free you by succeeding on a DC 30 Dexterity check using thieves' tools. Ring. A rare or rarer magic ring appears on your finger. If you have the attunement slots available, you're automatically attuned to the ring when it appears. The DM chooses the ring. Shield. A rare or rarer suit of magic armor that you are proficient with appears in your hands. The DM chooses the armor. If you lack proficiency with any armor, your base AC instead now equals 12 + your Dexterity modifier while you aren't wearing armor. Ship. You gain proficiency in three skills chosen by the DM. Staff. A rare or rarer magic rod, staff, or wand appears in your hands. The DM chooses the item. Stairway. You can choose to either decrease your number of declared draws by two or receive a rare or rarer wondrous item, which appears in your hands. The DM chooses the item. Statue. You immediately have the petrified condition as your body is transformed into marble. The petrification lasts until you are freed with the Greater Restoration spell or similar magic. Tavern. Your Charisma score increases by 2 to a maximum of 22. Temple. A deity or entity of similar power becomes bound to aid you. At any point in time between drawing the card and when you die, you can use your action to call on this entity for divine intervention, and the entity is bound to answer. The parameters and nature of this intervention are chosen by the DM. If you die without having used this intervention, the deity fulfills its obligation by casting the Resurrection spell on you. Once the entity has answered your call for divine intervention or resurrected you, the entity is no longer bound to aid you. Tomb. At any time you choose within 1 year of drawing this card, you can cast the True Resurrection spell once without expending a spell slot or requiring material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Tower. Draw two additional cards beyond your declared number of draws. The magic of these cards doesn't immediately take effect (instead, choose one of the two additional cards to keep, returning the other to the deck. The magic of the card you keep takes effect immediately thereafter. Tree. Your skin immediately becomes rough, like tree bark. Your base AC now equals 15 + your Dexterity modifier while you aren't wearing armor, but you have vulnerability to fire damage. This transformation can be undone only by the Wish spell, divine intervention, or similar magic. Undead. Somewhere on the Material Plane, a revenant rises. This revenant blames you for its existence and relentlessly hunts you to exact its revenge. The revenant exists until either 1 year passes, the revenant kills you, or you use a Wish spell to banish it permanently to the afterlife. Warrior. Your Strength score increases by 2 to a maximum of 22. Well. You learn three cantrips of your choice from any spell list.)
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Deck of Oracles,BMT,rare,wondrous item,requires attunement,The illustrations on this deck of oracle cards move or change subtly when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day. Roll a d20 and record the number rolled. Once in the next 8 hours, immediately after a creature within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can use your reaction to discard the d20 roll

Deck of Oracles,BMT,rare,wondrous item,requires attunement,The illustrations on this deck of oracle cards move or change subtly when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day. Roll a d20 and record the number rolled. Once in the next 8 hours, immediately after a creature within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can use your reaction to discard the d20 roll the creature must use the number you rolled in place of its roll.Additionally, while holding the cards, you can cast Divination from them. Once this property is used, it can't be used again until the next dawn., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Deck of Wonder,BMT,uncommon,wondrous item,,Created in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect. Unless a card states otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.Unless it is the Mystery card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to draw the same card multiple times.You can use an altered deck of playing cards to simulate the deck, as shown in the Deck of Wonder table.Deck of WonderCardCard TitleA ♦Chancellor*K ♦DayQ ♦NightJ ♦Dawn2 ♦Dusk*A ♥Destiny*K ♥CrownQ ♥LockJ ♥Champion2 ♥Coin*A ♣Vulture*K ♣ChaosQ ♣OrderJ ♣Beginning2 ♣Mystery*A ♠Isolation*K ♠EndQ ♠MonsterJ ♠Knife2 ♠Justice*Joker (with ™)Student*Joker (without ™)Mischief Beginning. Your hit point maximum and current hit points increase by 2d10. Your hit point maximum remains increased in this way for the next 8 hours. Champion. You gain a +1 bonus to weapon attack and damage rolls. This bonus lasts for 8 hours. Chancellor. Within 8 hours of drawing this card, you can cast Augury once as an action, requiring no material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Chaos. You gain resistance to one of the following damage types (chosen by the DM): acid, cold, fire, lightning, or thunder. This resistance lasts for 1d12 days. Coin. Five pieces of jewelry, each worth 100 gp, or ten gemstones, each worth 50 gp, appear at your feet. Crown. You learn the Friends cantrip. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). If you already know this cantrip, the card has no effect. Dawn. This card invigorates you. For the next 8 hours, you can add your proficiency bonus to your initiative rolls. Day. You gain a +1 bonus to saving throws. This benefit lasts until you finish a long rest. Destiny. This card protects you against an untimely demise. The first time after drawing this card that you would drop to 0 hit points from taking damage, you instead drop to 1 hit point. Dusk. This card supernaturally saps your energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic. End. This card is an omen of death. You take 2d10 necrotic damage, and your hit point maximum is reduced by an amount equal to the damage taken. This effect can't reduce your hit point maximum below 10 hit points. This reduction lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic. Isolation. You disappear, along with anything you are wearing or carrying, and become trapped in a harmless extradimensional space for 1d4 minutes. You draw no more cards. You then reappear in the space you left or the nearest unoccupied space. When you reappear, you must succeed on a DC 11 Constitution saving throw or have the poisoned condition for 1 hour as your body reels from the extradimensional travel. Justice. You momentarily gain the ability to balance the scales of fate. For the next 8 hours, whenever you or a creature within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage or disadvantage. Knife. An uncommon magic weapon you're proficient with appears in your hands. The DM chooses the weapon. Lock. You gain the ability to cast Knock 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Mischief. You receive an uncommon wondrous item (chosen by the DM), or you can draw two additional cards beyond your declared draws. Monster. This card's monstrous visage curses you. While cursed in this way, whenever you make a saving throw, you must roll 1d4 and subtract the number rolled from the total. The curse lasts until you finish a long rest, but it can be ended early with a Remove Curse spell or similar magic. Mystery. You have disadvantage on Intelligence saving throws for 1 hour. Discard this card and draw from the deck again

Deck of Wonder,BMT,uncommon,wondrous item,,Created in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect. Unless a card states otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.Unless it is the Mystery card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to draw the same card multiple times.You can use an altered deck of playing cards to simulate the deck, as shown in the Deck of Wonder table.Deck of WonderCardCard TitleA ♦Chancellor*K ♦DayQ ♦NightJ ♦Dawn2 ♦Dusk*A ♥Destiny*K ♥CrownQ ♥LockJ ♥Champion2 ♥Coin*A ♣Vulture*K ♣ChaosQ ♣OrderJ ♣Beginning2 ♣Mystery*A ♠Isolation*K ♠EndQ ♠MonsterJ ♠Knife2 ♠Justice*Joker (with ™)Student*Joker (without ™)Mischief Beginning. Your hit point maximum and current hit points increase by 2d10. Your hit point maximum remains increased in this way for the next 8 hours. Champion. You gain a +1 bonus to weapon attack and damage rolls. This bonus lasts for 8 hours. Chancellor. Within 8 hours of drawing this card, you can cast Augury once as an action, requiring no material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Chaos. You gain resistance to one of the following damage types (chosen by the DM): acid, cold, fire, lightning, or thunder. This resistance lasts for 1d12 days. Coin. Five pieces of jewelry, each worth 100 gp, or ten gemstones, each worth 50 gp, appear at your feet. Crown. You learn the Friends cantrip. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). If you already know this cantrip, the card has no effect. Dawn. This card invigorates you. For the next 8 hours, you can add your proficiency bonus to your initiative rolls. Day. You gain a +1 bonus to saving throws. This benefit lasts until you finish a long rest. Destiny. This card protects you against an untimely demise. The first time after drawing this card that you would drop to 0 hit points from taking damage, you instead drop to 1 hit point. Dusk. This card supernaturally saps your energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic. End. This card is an omen of death. You take 2d10 necrotic damage, and your hit point maximum is reduced by an amount equal to the damage taken. This effect can't reduce your hit point maximum below 10 hit points. This reduction lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic. Isolation. You disappear, along with anything you are wearing or carrying, and become trapped in a harmless extradimensional space for 1d4 minutes. You draw no more cards. You then reappear in the space you left or the nearest unoccupied space. When you reappear, you must succeed on a DC 11 Constitution saving throw or have the poisoned condition for 1 hour as your body reels from the extradimensional travel. Justice. You momentarily gain the ability to balance the scales of fate. For the next 8 hours, whenever you or a creature within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage or disadvantage. Knife. An uncommon magic weapon you're proficient with appears in your hands. The DM chooses the weapon. Lock. You gain the ability to cast Knock 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Mischief. You receive an uncommon wondrous item (chosen by the DM), or you can draw two additional cards beyond your declared draws. Monster. This card's monstrous visage curses you. While cursed in this way, whenever you make a saving throw, you must roll 1d4 and subtract the number rolled from the total. The curse lasts until you finish a long rest, but it can be ended early with a Remove Curse spell or similar magic. Mystery. You have disadvantage on Intelligence saving throws for 1 hour. Discard this card and draw from the deck again together, the two draws count as one of your declared draws. Night. You gain darkvision within a range of 300 feet. This darkvision lasts for 8 hours. Order. You gain resistance to one of the following damage types (chosen by the DM): force, necrotic, poison, psychic, or radiant. This resistance lasts for 1d12 days. Student. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). Vulture. One nonmagical item or piece of equipment in your possession (chosen by the DM) disappears. The item remains nearby but concealed for a short time, so it can be found with a successful DC 15 Wisdom (Perception) check. If the item isn't recovered within 1 hour, it disappears forever., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Demonomicon of Iggwilv,TCE,artifact,wondrous item,requires attunement,An expansive treatise documenting the Abyss's infinite layers and inhabitants, the Demonomicon of Iggwilv is the most thorough and blasphemous tome of demonology in the multiverse. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book's spine, the general chapters remain, ever revealing demonic secrets. And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material. Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the Artifacts section of the Dungeon Master's Guide:2 minor beneficial properties1 minor detrimental property1 major detrimental property Spells. The book has 8 charges. It regains 1d8 expended charges daily at dawn. While holding it, you can use an action to cast Tasha's hideous laughter from it or to expend 1 or more of its charges to cast one of the following spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to layers of the Abyss only

Demonomicon of Iggwilv,TCE,artifact,wondrous item,requires attunement,An expansive treatise documenting the Abyss's infinite layers and inhabitants, the Demonomicon of Iggwilv is the most thorough and blasphemous tome of demonology in the multiverse. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book's spine, the general chapters remain, ever revealing demonic secrets. And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material. Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the Artifacts section of the Dungeon Master's Guide:2 minor beneficial properties1 minor detrimental property1 major detrimental property Spells. The book has 8 charges. It regains 1d8 expended charges daily at dawn. While holding it, you can use an action to cast Tasha's hideous laughter from it or to expend 1 or more of its charges to cast one of the following spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to layers of the Abyss only 3 charges), summon fiend (3 charges). Abyssal Reference. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you can add double your proficiency bonus to the check. Fiendish Scourging. Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against a fiend, you use the maximum possible result instead of rolling. Ensnarement. While carrying the book, whenever you cast the magic circle spell naming only fiends, or the planar binding spell targeting a fiend, the spell is cast at 9th level, regardless of what level spell slot you used, if any. Additionally, the fiend has disadvantage on its saving throw against the spell. Containment. The first 10 pages of the Demonomicon are blank. As an action while holding the book, you can target a fiend that you can see that is trapped within a magic circle. The fiend must succeed on a DC 20 Charisma saving throw with disadvantage or become trapped within one of the Demonomicon's empty blank pages, which fills with writing detailing the trapped creature's widely known name and depravities. Once used, this action can't be used again until the next dawn.When you finish a long rest, if you and the Demonomicon are on the same plane of existence, the trapped creature of the highest challenge rating within the book can attempt to possess you. You must make a DC 20 Charisma saving throw. On a failure, you are possessed by the creature, which controls you like a puppet. The possessing creature can release you as an action, appearing in the closest unoccupied space. On a successful save, the fiend can't try to possess you again for 7 days.When the tome is discovered, it has 1d4 fiends occupying its pages, typically an assortment of demons. Destroying the Demonomicon. To destroy the book, six different demon lords must each tear out a sixth of the book's pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book's remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semi-sentient domain lies a long-lost artifact, Fraz-Urb'luu's Staff. If the staff is dragged from the pocket plane, the tome is reduced to a mundane and quite out-of-date copy of the Tome of Zyx, the work that served as the foundation for the Demonomicon. Once the staff emerges, the demon lord Fraz-Urb'luu instantly knows., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Dragon's Blood,ERLW,none,other,,Introduced into Sharn by Daask, dragon's blood is a potent and highly addictive stimulant. In addition to inducing euphoria, it can enhance spellcasting ability or even temporarily imbue a user with the ability to cast sorcerer spells. The drug's effects are potentially dangerous and always unpredictable. This isn't something a player character should want to use

Dragon's Blood,ERLW,none,other,,Introduced into Sharn by Daask, dragon's blood is a potent and highly addictive stimulant. In addition to inducing euphoria, it can enhance spellcasting ability or even temporarily imbue a user with the ability to cast sorcerer spells. The drug's effects are potentially dangerous and always unpredictable. This isn't something a player character should want to use adventurers are more likely to interfere with Daask smugglers or deal with an addict who accidentally casts a fireball in a crowded street. The specific effects of dragon's blood are up to you, but you can take inspiration from the Wild Magic Surge table in the Player's Handbook., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Elven Trinket,MTF,none,adventuring gear,,d8Trinket1A small notebook that causes anything written in it to disappear after 1 hour2A crystal lens made of ivory and gold that causes anything observed through it to appear to be surrounded by motes of multicolored light3A small golden pyramid inscribed with elven symbols and about the size of a walnut4A cloak pin made from enamel in the shape of a butterfly

Elven Trinket,MTF,none,adventuring gear,,d8Trinket1A small notebook that causes anything written in it to disappear after 1 hour2A crystal lens made of ivory and gold that causes anything observed through it to appear to be surrounded by motes of multicolored light3A small golden pyramid inscribed with elven symbols and about the size of a walnut4A cloak pin made from enamel in the shape of a butterfly when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again5A golden compass that points toward the nearest portal to the Feywild within 10 miles6A small silver spinning top that, when spun, endlessly spins until interrupted7A small songbird made of enamel, gold wire, and precious stone, uttering the songbird's name in Elvish causes the trinket to emit that bird's birdsong8A small enamel flower that, when put in one's hair, animates, tying back the wearer's hair with a living vine with flowers 0 xp

  • Armor class plucking a single flower from this vine returns it to its inanimate form
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Everbright Lantern,ERLW,common,wondrous item,,This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone

Everbright Lantern,ERLW,common,wondrous item,,This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone the closest 60 feet is bright light, and the farthest 60 feet is dim light., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Feywild Shard,TCE,uncommon,wondrous item,requires attunement by a sorcerer,,1 lb.,,This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player's Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case

Feywild Shard,TCE,uncommon,wondrous item,requires attunement by a sorcerer,,1 lb.,,This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player's Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case the spell lasts for its full duration.If you don't have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can't be used again until the next dawn., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Folding Boat,DMG,rare,wondrous item4 lb.,,This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide

Folding Boat,DMG,rare,wondrous item4 lb.,,This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Infernal Tack,MTF,legendary,wondrous item,requires attunement by a creature of evil alignment.,A rider binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, and stirrups, along with spurs that are worn by the rider. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed.You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again.The tack doesn't conjure a nightmare

Infernal Tack,MTF,legendary,wondrous item,requires attunement by a creature of evil alignment.,A rider binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, and stirrups, along with spurs that are worn by the rider. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed.You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again.The tack doesn't conjure a nightmare one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Jade Serpent Staff,WDMM,unknown (magic),other,,This staff is broken into five pieces, each worth 100 gp for the jade alone. The entire staff can be restored with mending cantrips

Jade Serpent Staff,WDMM,unknown (magic),other,,This staff is broken into five pieces, each worth 100 gp for the jade alone. The entire staff can be restored with mending cantrips each casting of the spell repairs one break in the staff. If the staff is made whole, it transforms from an object into an animated jade serpent that has the statistics of a giant poisonous snake, with these changes:The serpent is a construct that understands and obeys whoever was holding the staff when it transformed.It has immunity to poison damage and the poisoned condition. It doesn't require air, food, drink, or sleep.When it drops to 0 hit points, roll a d6. On a roll of 1, the snake turns to dust and is destroyed. On any other roll, it changes back into a staff and breaks into 1d4 + 1 pieces that must be magically mended before the staff can be used again., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Lash of Shadows (Awakened),EGW,artifact,weapon (whip), martial weapon, melee weapon,requires attunement,1d4, slashing, - finesse, reach, Vestige,3 lb.,,This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. Sentience. The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet.The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. Personality. A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm. Dormant. The whip grants the following benefits in its dormant state:You can speak, read, and write Abyssal and Draconic.You gain a +1 bonus to attack and damage rolls made with this magic weapon.You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice

Lash of Shadows (Awakened),EGW,artifact,weapon (whip), martial weapon, melee weapon,requires attunement,1d4, slashing, - finesse, reach, Vestige,3 lb.,,This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. Sentience. The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet.The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. Personality. A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm. Dormant. The whip grants the following benefits in its dormant state:You can speak, read, and write Abyssal and Draconic.You gain a +1 bonus to attack and damage rolls made with this magic weapon.You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice once a poison other than Serpent Venom has been used, that poison can't be used again until the next dawn:Dead Eyes. A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded.Serpent Venom. A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save.Betrayer Artifact Properties[–]The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See Artifact Properties in chapter 7 of the Dungeon Master's Guide for more information. Awakened. When the whip reaches an awakened state, it gains the following properties:The weapon's bonus to attack and damage rolls increases to +2.The saving throw DC for the weapon's poisons increases to 15.The weapon gains a new poison option called Ghoul's Blood. A creature that fails the saving throw against this poison is poisoned for 1 minute. While poisoned in this way, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. Vestige of Divergence. This item is a Vestige of Divergence, see Tal'Dorei Treasures for more information., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Lash of Shadows (Dormant),EGW,artifact,weapon (whip), martial weapon, melee weapon,requires attunement,1d4, slashing, - finesse, reach, Vestige,3 lb.,,This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. Sentience. The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet.The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. Personality. A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm. Dormant. The whip grants the following benefits in its dormant state:You can speak, read, and write Abyssal and Draconic.You gain a +1 bonus to attack and damage rolls made with this magic weapon.You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice

Lash of Shadows (Dormant),EGW,artifact,weapon (whip), martial weapon, melee weapon,requires attunement,1d4, slashing, - finesse, reach, Vestige,3 lb.,,This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. Sentience. The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet.The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. Personality. A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm. Dormant. The whip grants the following benefits in its dormant state:You can speak, read, and write Abyssal and Draconic.You gain a +1 bonus to attack and damage rolls made with this magic weapon.You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice once a poison other than Serpent Venom has been used, that poison can't be used again until the next dawn:Dead Eyes. A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded.Serpent Venom. A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save.Betrayer Artifact Properties[–]The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See Artifact Properties in chapter 7 of the Dungeon Master's Guide for more information. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. Vestige of Divergence. This item is a Vestige of Divergence, see Tal'Dorei Treasures for more information., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Lash of Shadows (Exalted),EGW,artifact,weapon (whip), martial weapon, melee weapon,requires attunement,1d4, slashing, - finesse, reach, Vestige,3 lb.,,This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. Sentience. The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet.The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. Personality. A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm. Dormant. The whip grants the following benefits in its dormant state:You can speak, read, and write Abyssal and Draconic.You gain a +1 bonus to attack and damage rolls made with this magic weapon.You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice

Lash of Shadows (Exalted),EGW,artifact,weapon (whip), martial weapon, melee weapon,requires attunement,1d4, slashing, - finesse, reach, Vestige,3 lb.,,This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. Sentience. The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet.The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. Personality. A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm. Dormant. The whip grants the following benefits in its dormant state:You can speak, read, and write Abyssal and Draconic.You gain a +1 bonus to attack and damage rolls made with this magic weapon.You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice once a poison other than Serpent Venom has been used, that poison can't be used again until the next dawn:Dead Eyes. A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded.Serpent Venom. A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save.Betrayer Artifact Properties[–]The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See Artifact Properties in chapter 7 of the Dungeon Master's Guide for more information. Awakened. When the whip reaches an awakened state, it gains the following properties:The weapon's bonus to attack and damage rolls increases to +2.The saving throw DC for the weapon's poisons increases to 15.The weapon gains a new poison option called Ghoul's Blood. A creature that fails the saving throw against this poison is poisoned for 1 minute. While poisoned in this way, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Exalted. When the whip reaches an exalted state, it gains the following additional properties:The weapon's bonus to attack and damage rolls increases to +3.The saving throw DC for the weapon's poisons increases to 17.The weapon gains a new poison option called Cockatrice Tears. A creature that fails the saving throw against this poison begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. Vestige of Divergence. This item is a Vestige of Divergence, see Tal'Dorei Treasures for more information., 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions