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Evocation cantrip · Action · Touch
Equipment, magic, and talents used at the table.
Evocation cantrip · Action · Touch
Simple Ranged Weapons · 1d8 Piercing · 25 GP
Simple Melee Weapons · 1d4 Bludgeoning · 2 GP
Level 3 Evocation · Action · Self
Evocation cantrip · 1 action · 15 feet
Reptilian Humanoids with natural armor and a dangerous bite.
Level 2 Divination · Action or Ritual · Self
Level 4 Divination · Action · Self
Level 2 Divination · Action · Self
Adventuring gear · 10 GP
Martial Ranged Weapons · 1d8 Piercing · 50 GP
Level 1 Transmutation · Action · Touch
Martial Melee Weapons · 1d8 Slashing · 15 GP
Historical study supported by spirit magic and the Lorehold curriculum.
A halfling variant with woodland magic and unobstructed travel through plants.
Spend luck points to influence d20 rolls.
Simple Melee Weapons · 1d6 Bludgeoning · 5 GP
Level 1 Abjuration · Action · Touch
Conjuration cantrip · Action · 30 feet
Level 3 Abjuration · 1 minute · 10 feet
Learn a small selection of spells from a chosen magical tradition.
Learn introductory cleric magic and a limited spell casting.
Learn introductory druid magic and a limited spell casting.
Learn introductory wizard magic and a limited spell casting.
Level 6 Necromancy · 1 minute · Self
Level 1 Evocation · Action · 120 feet
Level 2 Illusion · 1 minute or Ritual · 30 feet
Level 2 Transmutation · Bonus Action · Touch
Level 7 Conjuration · 1 minute · 300 feet
Level 1 transmutation · 1 action · 60 feet
Adventuring gear · 100 GP
Level 3 Illusion · Action · 120 feet
Adventuring gear · 2 GP
An attuned tool that becomes any type of artisan’s tools and grants proficiency in its use.
Adventuring gear · 1 GP
Dragonmark powers for observation, intuition, and detection magic.
Dragonmark powers for tracking, perception, and locating a quarry.
Dragonmark powers for working with animals and magical beasts.
Dragonmark powers for medical intuition and healing magic.
Dragonmark powers for welcoming guests, food, and shelter.
Dragonmark powers for craftsmanship and magical fabrication.
Dragonmark powers for movement and transportation.
Dragonmark powers for languages and communication.
Dragonmark powers for guarding allies and reacting to danger.
Dragonmark powers for stealth, illusion, and concealment.
Dragonmark powers for wind, water, and elemental travel.
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