Rules Glossary — page 188
Rules Glossary rules and reference.
Equipment, magic, and talents used at the table.
Rules Glossary rules and reference.
Rules Glossary rules and reference.
Rules Glossary rules and reference.
Rules Glossary rules and reference.
A Fighter who carves giant runes into equipment and channels their power.
Adventuring gear · 1 CP
Evocation cantrip · Action · 60 feet
Scholarly training in history and arcane knowledge.
Shipboard work, balance, and life away from shore.
Level 1 Abjuration · Bonus Action · 30 feet
A necromancy cantrip that drains vitality and can knock a creature prone.
Horned Fey with magic resistance and remarkable leaps.
Reroll a weapon’s damage dice and choose the better result.
Medium armor · AC 14 · 50 GP
Adventuring gear · 40 GP
Martial Melee Weapons · 1d6 Slashing · 25 GP
Level 2 Evocation · Action · 120 feet
Documents, careful research, and attention to detail.
Level 5 Divination · 10 minutes · Self
Aquatic elves with swimming, amphibious breathing, and an affinity for sea creatures.
Level 1 Evocation · Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
Level 4 Conjuration · Action · Touch
Level 2 Divination · Action · Self
Level 5 Illusion · Action · 30 feet
Level 3 Divination · Action · Unlimited
Level 7 Transmutation · Action · Touch
Shadow-touched elves with teleportation and necrotic resistance.
Gain invisibility and an additional illusion or necromancy spell.
Level 9 Transmutation · Action · Self
Level 2 Evocation · Action · 60 feet
Shield · AC 2 · 10 GP
Level 1 Abjuration · Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell · Self
Level 1 Abjuration · Bonus Action · 60 feet
An enchanted shield with an additional rarity-based bonus to Armor Class.
A Humanoid who can briefly draw out bestial traits, gaining resilience and a chosen shifting benefit.
Reviewed 2024 adaptation of the legacy Shifter option.
Legacy Shifter traits, kept separate from current source variants.
Transmutation cantrip · Bonus Action · Self
Level 2 Transmutation · Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
Evocation cantrip · Action · Touch
Simple Ranged Weapons · 1d6 Piercing · 25 GP
Martial Melee Weapons · 1d6 Piercing · 10 GP
Adventuring gear · 2 GP
Simple Melee Weapons · 1d4 Slashing · 1 GP
A whistle audible up to 600 feet away.
Level 2 Illusion · Action or Ritual · 120 feet
Level 1 Illusion · Action · 60 feet
Use XdY ± Z, such as d20 + 5. Up to 100 dice. Rolls stay here while you browse; reloading clears them.
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