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O alvo deve ter magia necromante a sua flecha. Flecha do Agarrar. Quando esta flecha atinge seu Flecha Perfurante. A criatura atingida pela flecha recebe 2d6 de uma rolagem de ataque para o ataque. A flecha passa inofensivamente pelos recebe 2d6 de dano cortante. O alvo ou qualquer objetos, ignorando cobertura. Flecha do Banimento. Finalmente, montar ou desmontar uma criatura custa a ti apenas 1,5 metros de deslocamento, em vez de metade do seu deslocamento.


Tal incidente poderia ser a base voraz por tesouros. Poucas chamou de motim. Livro do Jogador. Combatente Perspicaz. Olhar da Fraqueza. Enquanto seu olhar de fraqueza personalidade, se tiver algum. Duelistas e o re. Dentre todos esses, os magos ficam no auge do oficio. Isso geralmente assusta as pessoas. Um mago de guerra normalmente no Livro do Jogador. Sempre que terminar um descanso uma magia mortal. Sempre que terminar c om sucesso uma mesmo.


Se terminar um descanso longo sem surtos de mago. IOU s au-tO tt. Eles um importante significado em definir a identidade de estudam suas artes como os magos o fazem, e como uma ordem. Monges interpretar. Muito desses que entram 3 Ki-rin. Sua uma forma incomum ou peculiar? Que sorte de pessoa foi seu da Alma Solar. S progresso.


Escolha dois tipos de armas para rapidamente como parte da sua Rajada de Golpes. Redirecionar Ataque. Quando fizer um teste de uma Arma Kensei mais mortais. Golpe Habilidoso. Imediatamente nas rolagens de ataque e dano. Monges do Estilo da Alma Solar aprendem a canalizar Cada criatura em uma esfera de 8 metros de raio sua energia vital em calcinantes raios solares. Entre esses oponentes, muitas as regras de seu juramento.


O Arquidiabo Bel, senhor da guerra de Avemus , conta 4 Inveja. Juramento Sagrado. O medo pode acabar com um SSaO t.


Juramento Sagrado para saber como as magias do juramento funcionam. No entanto, aterrorizante. Caso falhe no teste , o atacante recebe dano radiante igual ao dano que acabou de fazer. Em sucesso, recebe metade do dano. O que esse terreno diz sobre sua personalidade? Na verdade, habilidades para sobreviver no deserto. Dito isto, desafios que se relacionam com seus habitantes. O que estimulou seu personagem Obscuro, o Andarilho do Horizonte e o Exterminador a selecionar um inimigo em particular?


A escolha foi de Monstros. A magia conta como uma magia de fim desse tumo. Uma vez em cada um de seus possa ver dentro de 9 metros de alcance. Quando realiza um.. Como praticantes de magia sombria. Quem eram seus pais? Quem lhe criou? Se 8 Ambos os pais eram meio-ores. Uma vez que tiver um resultado, role um suplementar de Relacionan1ento para determinar como dado de porcentagem. Eles podem estranho evento coincide com seu nascimento: a lua ficou vermelha por um breve periodo de todos ter a mesma atitude perante seu personagem, tempo; todo o leite dentro de uma milha estragou; ou alguns podem te ver diferente dos outros.


Tive que fugir para sobreviver. Tive que me criar sozinho. Deixei tudo para servir ao divino. Eu entrei em. Eu decidi servir ao chamado da luz contra as sombras. Eu a prova de onde vinha minha linhagem. Nesse dia comecei a mostrar habilidades. Virar ser de outro mundo que se ofereceu para fazer um pacto. Role na. Fale com seu Mestre para determinar. Role um d6. Use as. Use as tabelas. Comece o jogo com 2d6 po a mais. Fale com seu Mestre marcou e influenciou seu personagem. Role na tabela de que seu personagem se tomou um aventureiro, e Aventuras para ver o que aconteceu.


Eventos Sobrenaturais para determinar o que aconteceu. Embora o dano tenha perigo. Adicione 1d20 po ao toca imunda. Role duas vezes na procurado pela comunidade onde o crime ocorreu. Passou tempo na cadeia; resultado. Role 1d6. Role na tabela de Causa de Morte para descobrir como. Other barba rians trust only in the blood that runs in thei r veins a nd the steel they hold in their ha nds. They have no use for the invisible world, ins tead relying on their senses to hunt and survive like the wild beasts they emulate.


These beliefs are often passed down within a family or shared among the me mbers of a clan or a hunting group. If your barbarian character has a ny superstitions, were they ingrained in you by your family, or are they the result of personal experience? Never trust a wizard.


They 're all devils in disgui se, especially the friendly ones. Dwarves have lost t heir spirits, and are almost like the undead. That's why they live underground. Magical things bring trouble. Never s lee p with a magic object within ten feet of you. When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body.


If an elf looks you in the eyes , she's trying to read your thoughts. The following options are available to a barbarian, in addition to those offe red in the Player's Handbook: the Path of the Ancestral Guardian, the Path of the Storm Herald, and the Path of the Zealot.


These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbaria n contacts the spirit world and calls on these guardian s pirits for aid. Barbarians who draw on their ancestral guardians can bette r fight to protect their tribes and their allies. In order to ceme nt ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds.


These tattoos tell sagas of victories against terrible monsters and other fearsome rivals. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the s ta rt of your next turn, that target has disadvantage on a ny attack roll that isn't against you, and when the target hits a creature othe r than you with a n attack, that creature has resistance to the da mage dealt by the attack. The effect on the target e nds early if your rage ends.


If you a re raging a nd a nother creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. Whe n you reach certa in levels in this class, you can reduce the damage by more: by 3d6 at 10th level a nd by 4d6 at 14th level.


When you do so, you cast the augury or clairvoyance spell, without using a s pe ll s lot or materi al components. Rather than creating a spherical sensor, this use of clairvoyance invisibly s ummons o ne of your a ncestra l spirits to the chosen location. Wisdom is your spellcasting ability for these spells. After you cast e ither spell in thjs way, you can't use this feature aga in until you finish a s hort or long rest. When you use your Spirit Shield to reduce the damage of a n attack, the attacker takes an amount of force damage equa l to the damage that your Spirit Shield prevents.


The aura extends 10 feet from you in every direction , but not throug h tota l cover. Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. You can cha nge your environment choice whenever you gain a level in this class. D esert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certa in levels in this class, increasi ng to 3 a t 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.


When this effect is activated , yo u can choose one other creature you ca n see in your aura. The target must ma ke a Dexte rity saving throw. The target takes l d6 lightning da mage on a failed save, or half as much damage on a s uccessful one.


The da mage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, a nd 4d6 a t 20th level. When this effect is activated, each creature of your choice in you r aura gains 2 temporary hit points, as icy spirits inure it to s uffering. The temporary hit points increase when you reach certa in levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.


The bene fits are based on the enviro nment you chose for your Storm Aura. Deser t. You gain resistance to fire da mage, a nd you don't s uffer the effects of extrem e heat, as descr ibed in the Dungeon Master's Guide. Moreover, as an action, you can touch a fla mmable object that isn't being worn or carried by a nyone else a nd set it on fire.


You gain resistance to lightning damage, and you can breathe underwater. You a lso gain a swimming s peed of 30 feet. You gain resistance to cold da mage, a nd you don't s uffe r the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute.


This action fai ls if a creature is in the cube. All barba ri ans ha rbor a fury within. Their rage g ra nts them s uperior stre ngth, durability, and speed. Ba rba ria ns who follow the Path of the Storm Herald learn to trans form tha t rage into a m antle of primal magic, wh ich swirls around them.


When in a fury, a barbar ia n of this path taps into the forces of nature to create powerful magical effects. Storm heralds a re typically elite champions who train alongside druids, rangers, and others sworn to protect nature.


Other storm heralds hone their cra ft in lodges in regions wracked by storms, in the frozen reaches at the world's end, o r deep in the hottest deserts.


Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura. T he effect is based on the e nvironment you c hose for your Storm Aura.


Immed ia te ly after a c reatu re in your a ura nits you with a n a ttack, you can use you r reactio n to for ce that c reature to make a Dex te rity saving throw. On a failed save, the creature takes fire d amage equal to half your b a rbarian level. When you hi t a c reature in your a ura with an a ttack, you can use your reaction to fo rce that creature to make a Strength saving throw.


On a fa iled save, the creature is knocked prone, as if struck by a wave. Wheneve r t he effect of your Storm Aura is activated, you can choose one c reature you can see in th e aura. That creature mus t s ucceed on a Strengt h saving throw, or its speed is reduced to 0 until t he s tart of your next turn, as magical frost covers it. Starting when you c hoose this path at 3 rd level, you can c ha nnel divine fury into your weapon strikes. The extra d amage is necrotic or radiant; you choose the type of damage w hen you gain this feature.


T hese barbarians are zealots- warriors wh o cha nne l their rage into powerful displays of divine power. In gene ral, t he gods who inspire zealots a re d eities o f combat, d estruction, and viole nce. Not all are e vil, but few are good. If a spell, s uc h as raise d ead , has the sole effect of restoring you to life but not undeath , the caster doesn't need mate ri a l components to cast the spell on you.


If you fa il a saving t hrow w hile you're raging, you can re roll it, and you must use the new ro ll. You can use th is ability only once per rage. As a bonus action, you un leash a battle c ry infused with divine e ne rgy.


Up to te n other c reatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can 't use it again until you finis h a long rest. While you're raging, having 0 hit points doesn't knock you unconscious.


You still must make death saving throws, and you s uffe r the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you do n't die until your rage ends, and you die then only if you still have 0 hit points. But the question I ask you is, can a bard go to the root of this tree? Can one tap into the source of that power? Bards are preser vers of ancient histo ry, their songs and tal es perpetuati ng the memory of g reat events down through time-knowledge so impo rtant that it is memor ized and passed along as oral history, to survive even w hen no written record remains.


It is also the bard's role to chronicle sma ller and more contemporary events- the stories of today's heroes, including their feats of valor as well as their less than impressive failures.


Of course, the world has many people who ca n carry a tune or tell a good story, and there's much more to any adventuring bard than a glib tongue and a melodious voice. Yet what truly sets bards apart from other s- and from one another-are the style and substance o f their perform ances. To grab and hold the attention of an audience, bards are typically fl amboyant a nd outgoing when they p erform.


If you're play ing a bard, consider using one of you r favor ite musicians as a role model for your character. You can add some unique aspects to your bard character by considering the suggestions that follow. These performances are spoken abou t for years by those w ho view them, and some spectators have h ad their lives forever cha nged because of the experience.


If your character is just star ting out, your ultimate defining work is likely in the future. But in order to m ake any sort of living at your professi on, chances are you already have a piece or two in your r epertoire that have proven to be aud ience pleasers. The instrument's quality of m anufactu re is a critica l factor, of course; the best ones m ake the best music, and some bards are continually on the lookout for an improvem ent. Perhaps just as important, though, is the instrument's own entertainment value; those that ar e bizarrely constructed or made of exotic mater ials are likely to leave a l asting impression on an audience.


You might have an 'off th e rack' instrument, perhaps because it's all you can afford right now. Or, if your first instrument was gifted to you , it might be of a more elaborate sor t.


Are you satisfied with the in strument you have, or do you aspire to replace it with something truly distinctive? No one becomes famous right away, after all; perhaps you had a few small difficulties early in your career, or maybe it took you a while to restore your reputation a fter one agonizing night when t he fates conspired to bring about your t heatrica l ruin. No m atter what sort of disaster might occur, however, a ba rd has the courage and t he confidence to rebound from it- either pressing on w ith the show if possible or promising to com e back tomorrow w ith a new performa nce that's guara nteed to please.


Some bards are general ists w ho can draw from a wide range of topics for each per formance, a nd w ho take pride in their versatility. Others adopt a more personal approach to thei r a r t, driven by th eir attachment to a muse- a p ar t icular concept t hat inspires much o f wh at those bards do in front o f an audience.


A bard who follows a muse generally does so to gain a d eeper understanding of w h at that muse represents and how to best convey that understand ing to other s t h roug h per for mance. If your bard cha racter has a m use, it could be one of the three d escribed here, or one o f your own devising. You feel a k inship w ith the natural world, a nd its beauty and mystery inspire you.


For you , a tree is deeply symbolic, its roots delving into t he da rk unknown to draw forth t he power of the earth, wh ile its branches reach towa rd th e sun to nourish their flowers and frui t.


Nature is the ancient witness who has seen every k ingd om rise a nd fa ll , even those whose names have been forgotten and wait to be rediscovered.


You ar e o n a quest to identify the essence o f true love. Though you do not disdain the superficial love of flesh and form, the deeper form of love that ca n inspire thousands o r bring joy to o ne's every moment is what you a re i nterested in. Love o f t his sort takes o n m any forms, and you can see its presence everyw herefrom the sparkling o f a beautiful gem to t he song of a simple fisher tha nking the sea for its bounty.


You a re o n the trail of love, that most p recious and mysterious of emotion s, a nd your search fi lls your stories a nd your son gs wit h vita l ity and passion.


Dra ma embodies conflict, a nd the best s tories have conflict as a key elem ent. From the morning-after tale of a tave rn brawl to the saga of a n epic battle, from a love r's s pat to a rift between powerful dynasties, conflict is what ins pires ta le-te ller s like you to create your best work. Conflict can bring out the best in some people , caus ing their heroic na ture to s hine forth a nd transform the world, but it can cause others to gravitate toward da rkness a nd fa ll unde r the sway of evil.


You strive to experience or witness a ll for ms of conflict, great a nd s mall, s o as to s tudy this etern al aspect of life and immorta lize it in your words a nd music. The following optio ns are availa ble to a bard, in addition to those offered in the Player's Handbook : the College of G la mour, the College of Swords , and the College of Whis pe rs. Tuto red by s atyrs , eladrin, a nd other fey, these ba rds learn to use their magic to delight and captivate othe rs.


The ba rds of this college are regarded with a mixture of awe and fear. Their perform ances are the s tuff of legend. Thes e ba rds a re so eloquent th at a speech or s ong that one of them performs can cause captors to release the ba rd unharmed and can luU a furio us dragon into complacency. T he same magic that allows them to quell beasts can a lso bend minds.


Villainous bards of this college can leech off a community fo r weeks, misusing their magic to turn their hosts into thra lls. Heroic ba rds of this college ins tead use this power to gladde n the downtrodden a nd undermine oppressors.


As a bonus action, you can expend one use of your Ba rdic Inspiration to gra nt yourself a wondrous appearance. When you do so, choose a number of creatures you can see a nd that can s ee you within 60 feet of you, up to a number equa l to your Cha ris ma modifier minimum of one.


Each of the m gains 5 tempora ry hit points. Whe n a creature gains these te mpora ry hit points , it can immed iately use its reaction to move up to its speed, without provoking opportunity attacks. T he n umber of temporary hit points increases when you r each certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level. If you perform for at least 1 minute, you can attempt to ins pire wonder in your audience by s inging, reciting a poem , o r dancing.


At the end of the per fo rmance, choose a number of humanoids w ithin 6 0 feet of you who watched and lis tened to a ll of it, up to a number equa l to your Cha ris ma modifier minimum of o ne.


Each target mus t s ucceed on a Wis dom s aving throw agains t your s pell save DC o r be cha rmed by you. While charmed in this way, the ta rget idolizes you, it s peaks glowingly of you to a nyone who ta lks to it, and it hinders anyone w ho opposes you, a lthough it avoids vio lence unless it was already inclined to fight on your behalf. This effect ends on a target a fter 1 ho ur, if it ta kes any damage, if you attack it, or if it witnesses you attacking or dam aging a ny of its a llies.


If a ta rget s ucceeds on its saving throw, the ta rget has no hint that you tried to cha rm it. Once you use this feature, you can't use it again until you finis h a s hort or long rest. As a bonus action , you cast command, without expending a s pell slot, and yo u take on a n appeara nce of unearthly beauty fo r 1 minute or until your concentration ends as if you were concentrating on a spell. During this time, you can cast command as a bonus action on each of your turns, without expending a spell s lot.


Any creature charmed by you automa tically fails its saving throw aga ins t the command you cast with this feature. Once you use this feature , you can't use it again until you finis h a long rest.


In addition, as a bo nus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tr ies to attack you for the firs t time on a turn, the attacker mus t make a Charis ma saving throw aga ins t your spell save DC. On a failed save , it can't attack you on this turn , and it must choose a new ta rget for its attack or the attack is wasted.


On a s uccessful s ave, it can attack you on this turn, but it h as disadva ntage on a ny saving throw it makes aga ins t your spells on your next turn. Once you assume this m ajestic presence, you can't do so again until you finis h a s ho r t or lo ng rest. Blades perfor m s tunts s uch as sword swallowing, knife t hrowing and juggling, a nd mock combats.


Though they use their weapons to e nte r tai n, t hey a re a ls o hig h ly tra ined a nd s killed warriors in their ow n right. Their tale nt w ith weapons inspires m a ny blades to lead double lives. One blade might use a circ us troupe as cover for nefar ious deeds s uc h as assassi na tion, ro bb e ry, a nd blackmai l. Othe r blades s trike at the wicked, bringing justice to bea r against the c ruel a nd powerful.


Most troupes are happy to accept a blade's talent for the exci teme nt it adds to a p e rformance, but few e ntertainers fully trus t a blade in the ir ranks. Blades who abandon their lives as e nte r tainers have ofte n run into trouble that m akes maintainin g their secret activities impossib le. A bla de ca ug ht stealing or e ngaging in vigila nte jus tice is too great a liabili ty for mos t troupes.


Wit h their weapon skills a nd mag ic, these b lades eithe r take up work as e n forcers for thie ves' guilds or s trike ou t on the ir own as ad venturers. If you're proficient w ith a s imple or martia l me lee weapon, you ca n use it as a spellcasting focus for yo ur ba rd s pells. C hoose o ne of the following options.


You can't take a F ighting S ty le option mo re tha n once, even if some thing in the game le ts you choose again. Two-Weapon Fighting. Whe n you e n gage in twoweapon fighting, you can add your a bility modifier to the d amage of the second attack. Whe never you take the Attack action on your turn, your walking s peed inc reases by 10 feet until the e nd of th e turn, and if a weapon a ttack th a t you make as part of this action hits a c reatu re, you can use one of the follow- ing Blade F lour ish options of your c hoice.


You can use only o ne Blade Flouris h option pe r turn. Defensive Flourish. You can expe nd one use of your Bardic Inspiration to cause th e weapo n to deal extra damage to the ta rge t you hit. The da m age equ a ls the numbe r you roll on the Ba rdic Inspiration die. You a lso add t he number rolJed to your AC until the start of your nex t turn.


Slashing Flourish. You can expend o ne use of your Bardic Ins piration to cause the weapon to deal extra damage to the target you hit and to any othe r creature o f your choice tha t you can see w ithin 5 feet of you. The damage equa ls. Mobile Flourish. You can expe nd one use of you r Bardic Inspiration to cause the weapon to deal extra damage to the target you bit. The damage equals th e number you roll o n the Bardic Insp ira tion die. You ca n a lso push the ta rget up to 5 feet away from you, plus a number of feet equa l to the numbe r you roll on that di e.


You ca n th e n immediately use your reaction to move up to your walking speed to an unoccupied space w ith in 5 feet of th e target. Once you use this feat ure, you can't use it again until you finish a s hort or long rest.


Bards of the College of Whispers use this to the ir advantage. They appear to be li ke other ba rds , s haring news, singing songs, a nd telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among s heep. These ba rds use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. Many other ba rds hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth a nd power.


For this reason, members of this college rarely reveal their true nature. They typicalJy claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts a nd other settings of power. When you hit a creature with a weapon attack, you can expend one use of your Bardic Ins piratio n to dea l a n extra 2d6 psychic damage to that target.


You can do so only once per round on your turn. The psychic da mage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, a nd 8d6 at 15th level. If you speak to a humanoid a lone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the ta rget must succeed on a Wis dom saving throw against your spell save DC or be frightened of you or another creature of your choice.


The target is frightened in this way for 1 hour, until it is attacked or damaged, or unti l it witnesses its allies being attacked or damaged. When a huma noid dies within 3 0 feet of you, you can m agically capture its shadow using your reaction.


You retain this s hadow until you use it or you finis h a long rest. You can use the s hadow as a n action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy a nd a'live. This disguise lasts for 1 hour or until you end it as a bonus action. While you're in the disguise, you gain access to a ll information that the humanoid would freely s hare with a casua l acquainta nce.


Such information includes general details on its background a nd personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. Another creature can see through this disguise by s ucceeding on a Wisdom Insight check contested by your Cha risma Deception check.


Once you capture a s hadow with this feature , you can't capture a nother one with it until you finish a s hort or long rest. As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your s pell save DC. It automatically succeeds if it doesn't s hare a lang uage with you or ii it can't hear you. On a successful saving throw, your w hisper sounds like unintelligible mumbling a nd has no effect.


On a fai led saving throw, the target is cha rmed by you for the next 8 hours or until you or your a llies attack it, da mage it, or force it to make a saving throw. It interprets the whispers as a description of its mos t mortifying secret.


You gain no k nowledge of this secret, but the target is convinced you know it. The cha rm ed creature obeys your commands for fear that you will reveal its secret.


It won't ris k its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can't use it again until you finis h a long rest.


The power the divine offers is great, but it always comes with tremendous responsibility. As s uch, they can never know what it feels like to be a cleric- someone who is not only a devout wors hiper, but who has a lso been invested with a meas ure of a de ity's power. The question has lo ng been debated : Does a mo rtal become a cleric as a conseque nce of deep devotion to one's deity, thereby attracting the god's favor?


Or is it the de ity who sees the potential in a pe rson a nd calls that individual into service? U ltimately, perhaps, the answer does n't m atte r. However cle rics come into bein g, the world need s clerics as much as clerics a nd deities need each othe r. If you 're playing a cleric c haracter, the following sections offer ways to add some deta il to that ch a racte r 's his tory and personality.


TEMPLE Most clerics s tart their lives of service as priests in a n ord er, then later realize that they have been blessed by their god with the qualities needed to become a cleric. To prepare for th is new duty, candida tes typica lly receive ins truction from a cleric of a te mple or another p lace of study devoted to their deity.


Some temples are c ut off from the world so that their occupants can focus on devotio ns, while o ther temples open their doors to minis ter to a nd heal the masses. What is noteworthy a bout t he temple you studied a t? Even though s uc h a n item is not imbued w ith divine power, it is vitally importa nt to its owner because of what it re presents. KEEPSAKES 5 Keepsake The finger bone of a saint A metal-bound book that tells how to hunt and destroy infernal creatures A pig's whistle that reminds you of your humble and beloved mentor A braid of hair woven from the tai l of a unicorn A scroll that describes how best to rid the world of 6 necromance rs A runes tone sa id to be blessed by your god d6 1 2 3 4 SECRET No morta l soul is e ntirely free of second thoughts or doubt.


Even a cleric must grapple with dark desires o r the forbidden attr action of turning against the teachings of one's deity. If you h aven't cons idered this aspect of your cha racter yet, see the table e ntries for some possibilities, or use t hem fo r inspiration.


Your deep, dark secre t might involve something you did or a re doing , or it could be rooted in the way you feel about the world and your role in it. Acolytes of several like-mi nde d deities all received instruction together in your temple.


You come from a temple famed for the brewery it operates. Some say you smell like o ne of its ales. Your temple is a fo rtress and a provi ng ground t hat tra ins warrior-priests.


You r temple is a peaceful, humble place, filled with vegetable gardens and s imple priests. You served in a te mpl e in the Ou ter Planes. You try to ignore the creattJre, but sometimes its advice is helpful. You be lieve that, in the final analysis, the gods are nothin g more tha n ultrapowerful mortal creatures.


You acknowledge the power of the gods, but you think that most events are dictated by pure chance. Different subclasses are also introduced in this 5th edition, along with many tools that enable the Dungeon masters to use various magic spells, downtime activities, traps, and much more.


Plenty of options and features are included in the 5e monster manual that introduces the criminal lord of Waterdeep city, Xanathar, who knows everything. At the start of the book, ten different rules are discussed that should be remembered when interpreting the options provided in this edition. Different elements are also introduced, like other spells, monster capabilities, class features, magic items, etc. The Dungeon masters can increase their adventure in any official setting of the game by using the information provided in this book.


All the character options, tools, and spells are explained in detail in different three chapters to provide the much-needed information to the players. A set of updated rules and various options are included for the Dungeon Masters.