Playing the Game — page 13
Playing the Game rules and reference.
Equipment, magic, and talents used at the table.
Playing the Game rules and reference.
Playing the Game rules and reference.
Playing the Game rules and reference.
Playing the Game rules and reference.
Playing the Game rules and reference.
Playing the Game rules and reference.
Playing the Game rules and reference.
Playing the Game rules and reference.
Playing the Game rules and reference.
Playing the Game rules and reference.
Playing the Game rules and reference.
Necromancy cantrip · Action · 30 feet
Adventuring gear · 100 GP
Prepare poisons and apply them efficiently.
Tools · 50 GP
Adventuring gear · 5 CP
Level 4 Transmutation · Action · 60 feet
Adventuring gear · 2 GP
Expands prepared mark spells and grants a dedicated rechargeable spell slot.
A potion that grants a Climb Speed and easier climbing for 1 hour.
Adventuring gear · 50 GP
A healing potion that restores 4d4 + 4 Hit Points.
A healing potion that restores 8d4 + 8 Hit Points.
A healing potion that restores 10d4 + 20 Hit Points.
A potion that lets its drinker breathe underwater for 24 hours.
Healing potions in four strengths, with recovery determined by rarity.
Tools · 10 GP
Adventuring gear · 5 SP
Level 9 Enchantment · Action
Level 9 Enchantment · Action
Level 8 Enchantment · Action · 60 feet
Level 2 Abjuration · 10 minutes · 30 feet
Transmutation cantrip · Action · 10 feet
Adventuring gear · 33 GP
Artistic training expressed through elemental magic.
Level 7 Evocation · Action · Self
Level 9 Abjuration · Action · 60 feet
Level 4 Abjuration · 10 minutes · 120 feet
Conjuration cantrip · Bonus Action · Self
Level 6 Illusion · Action · 120 feet
Level 7 Illusion · Action · 500 miles
Level 3 Abjuration · Action · Touch
Level 1 Abjuration · Action · Touch
Level 2 Abjuration · Action · Touch
Level 3 evocation · 1 action · Self (30-foot cone)
Level 1 Transmutation · Action or Ritual · 10 feet
A Fighter whose rallying presence helps companions recover and seize opportunities.
Mathematical study expressed through patterns and magical manipulation.
Simple Melee Weapons · 1d6 Bludgeoning · 2 SP
Adventuring gear · 1 GP
Use XdY ± Z, such as d20 + 5. Up to 100 dice. Rolls stay here while you browse; reloading clears them.
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