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Alert

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

Always on the lookout for danger, you gain the following benefits:

You gain a +5 bonus to initiative.

You can't be surprised while you are conscious.

Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

Feat

Lucky

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you
can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out, no additional dice are rolled.
You regain your expended luck points when you finish a long rest.

Feat

Observant

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

Quick to notice details of your environment, you gain the following benefits:

Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.

You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Feat

Eldritch Adept

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite.

Whenever you gain a level, you can replace the invocation with another one from the warlock class.

Sculptor of Flesh

You can cast polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.

Feat

Dragon Fear

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.

Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Feat

Rubber Duck of Duplication

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

The Duck is indestructible, upon a considerable impact, the duck will experience a mitosis-like split producing another Rubber Duck of Duplication. There is no limit on splitting, but a duplicate disappears after 5 minutes.

Wondrous Item Legendary

The messenger stone

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

A smooth, baseball-sized rock that can be used as a method of long-distance communication with any target in a 1-mile radius. When you throw the stone as hard as you can, you make a ranged weapon attack against the AC of your desired recipient. On a failure, the stone falls to the ground. On a success, it travels the full distance to the target and deals 2d6 bludgeoning damage. Anything attached to the stone by string that weighs less than 1 pound will accompany the journey to the target without fail. Once it arrives at its destination, it returns to the thrower after 1 minute.

Wondrous Item Uncommon

Figurine of Wondrous Power (Golden Lions) [1/2]

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Golden Lions. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1

Wondrous Item Rare

Figurine of Wondrous Power (Golden Lions) [2/2]

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

hour. Once a lion has been used, it can't be used again until 7 days have passed.

Wondrous Item Rare

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0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

sample item

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

(requires attunement)

Wondrous Item

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