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<blockquote data-quote="the Jester" data-source="post: 9526534" data-attributes="member: 1210"><p><strong>NECROMANCER</strong> </p><ul> <li data-xf-list-type="ul">You can spend 10 minutes performing a ritual over a corpse to turn it into a skeleton or zombie. The ritual requires arcane or religious components costing 25 gp per HD of each corpse, plus 25 gp per HD for each skeleton or zombie you control. You control the skeleton or zombie.</li> <li data-xf-list-type="ul">You have a 1d6 bonus die when making a check dealing with undead. </li> <li data-xf-list-type="ul">You gain a 1d6 bonus die when you make a save against an effect caused by undead or that deals necrotic damage.</li> </ul><p><strong>NINJA</strong></p><ul> <li data-xf-list-type="ul">If you are in dim light or darkness, you can spend 15' of movement to teleport up to 60' to an area of dim light or darkness. When you do so, you can spend an additional 5' of movement to make a Dex check to hide if you arrive in a suitable location.</li> <li data-xf-list-type="ul">If you are hit by a ranged attack, you can use a reaction to add a 1d6 bonus die to your AC against that attack.</li> <li data-xf-list-type="ul">You can spend 10 minutes to turn alchemical components into any of the following special consumable items. You can create up to six uses of the same item in this 10 minutes, but it takes a separate period to make a different type of item.<ul> <li data-xf-list-type="ul">Flash pellet (10 gp)- you can use 10' of movement to hurl this up to 30'. Each creature within 10' of the grenade must make a Dex save or be blinded until the end of your next turn. You get a 1d6 bonus die to your save against this.</li> <li data-xf-list-type="ul">Smoke grenade (10 gp)- you can use 10' of movement to hurl this up to 30', where it bursts, creating a 10' radius cloud of opaque black smoke that lasts until the end of your next turn.</li> <li data-xf-list-type="ul">Alchemical poison (50 gp)- you can apply this to a piercing or slashing weapon. The next creature hit by the weapon takes an extra 1d10 poison damage and must make a Con save. If it fails, it takes a 10' penalty to speed, a 1d6 penalty die to attacks and checks for 1 minute (save ends). <em>Each failed save:</em> the target's speed is reduced by another 10'.</li> </ul></li> </ul><p><strong>ORACLE</strong> </p><ul> <li data-xf-list-type="ul">You gain a +1d6 bonus die on initiative.</li> <li data-xf-list-type="ul">Each time you complete a long rest, roll 2d20 and 2d6 and record the results of each die. These are portent dice. Before you or a creature you are aware of within 90' make an attack, check, or save, you may choose to substitute one or more portent dice in place of any d20 or d6s used in the attack, save, or check. </li> <li data-xf-list-type="ul">Up to once per game session, when you complete a long rest, you may receive an oracular vision. This vision is usually vague and often couched in symbolism, but it might give you clues about your current or a future adventure. </li> </ul><p><strong>PALADIN</strong> </p><ul> <li data-xf-list-type="ul">Oath. You take an oath dedicating yourself to one alignment component- Chaos, Evil, Good, Law, or Neutrality. This must match your alignment. The oath is to uphold the values of that alignment component, and to zealously represent them.</li> <li data-xf-list-type="ul">If you haven't violated your oath since you last completed 3 long rests, creatures aligned opposite to your oath take a 1d6 penalty on attacks against you.</li> <li data-xf-list-type="ul">You gain one first level spell slot, which you can only use if you haven't violated your oath since you last completed 3 long rests. </li> <li data-xf-list-type="ul">You learn the spell <u>cure wounds</u>, which you can cast only if you haven't violated your oath since you last completed 3 long rests. You can cast it once without expending a spell slot, then need to complete a long rest before doing so again.</li> <li data-xf-list-type="ul">When you hit a creature with an attack, if that creature is aligned opposite to your oath, you can spend 10' of movement and a cantrip or spell slot to deal extra radiant damage to it. The damage is 1d6 + 1d6 per level of the slot used.</li> </ul><p><strong>PIERCER</strong> </p><ul> <li data-xf-list-type="ul">When you attack with a piercing weapon or natural weapon, you get a +1 bonus to attacks and damage.</li> <li data-xf-list-type="ul">When you hit with a piercing melee weapon or natural weapon, you can also choose to switch places with the target, with neither of you provoking opportunity attacks.</li> <li data-xf-list-type="ul">Whenever you score a critical hit with a piercing weapon or natural weapon, you also inflict ongoing 1d4 damage on the target (Con save ends).</li> </ul><p><strong>PREVARICATOR</strong> </p><ul> <li data-xf-list-type="ul">You gain a 1d6 bonus die on checks when attempting to deceive others.</li> <li data-xf-list-type="ul">When in conversation, you can attempt to subtly place a false piece of information in a creature's mind through a mix of subtle movements, misleading words, and body language. You weave a chosen falsehood into the conversation, such as the idea that the target's employer is seeking to take advantage of them, that a creature's wife is cheating on them, that a famous local monster is secretly dead, or that a worthless piece of colored glass is a gem worth 5,000 gp. The target must make a Wis save or believe your falsehood for 1 day or until confronted with incontrovertible evidence to the contrary. The save has a 1d6 penalty die unless you are attempting to place a falsehood that is especially obvious, outrageous, or unbelievable in the creature's mind.</li> <li data-xf-list-type="ul">If a creature learns your alignment or reads your mind, you can use your reaction to instead give it false information of your choice.</li> </ul><p><strong>PROTECTOR </strong> </p><ul> <li data-xf-list-type="ul">While you can act, your allies within 5' gain a +2 bonus to AC.</li> <li data-xf-list-type="ul">If an ally within 5' is the target of a ranged attack, you can use your reaction to make yourself the target of that attack instead.</li> <li data-xf-list-type="ul">If an ally within 5' makes a save, you can use your reaction to switch places with the ally. You make the save and suffer any effects in place of the ally. If the save is against an area effect, the target gets a 1d6 bonus die on its save.</li> </ul><p><strong>PUGILIST</strong> </p><ul> <li data-xf-list-type="ul">You get +2 to hit with your natural weapons.</li> <li data-xf-list-type="ul">You can attack with your natural weapons for 1d6 bludgeoning damage. If you do, you can spend 15' of movement to make a second attack with your natural weapons.</li> <li data-xf-list-type="ul">If you hit a creature with your natural weapons, you can spend 15' of movement to attempt to stun that creature. If it fails a Con save, it is stunned until the end of your next turn. While stunned, it can't move or act, and attacks against it gain a 1d6 bonus die. Once a creature fails its save against this effect, you can't use it again until you rest for an hour.</li> </ul><p><strong>PYROMANCER</strong> </p><ul> <li data-xf-list-type="ul">Whenever you deal fire damage, you do an extra 1 point per die.</li> <li data-xf-list-type="ul">Whenever you make an attack roll with fire, you get a 1d6 bonus die to that attack.</li> <li data-xf-list-type="ul">When you take fire damage, you can use your reaction to gain resistance to that damage.</li> <li data-xf-list-type="ul">When you use a fire effect that has a saving throw, that save's DC increases by 2, to a minimum of 3.</li> </ul><p><strong>QUICK</strong> </p><ul> <li data-xf-list-type="ul">All of your speeds increase by 10'.</li> <li data-xf-list-type="ul">You gain an extra reaction on your turn.</li> <li data-xf-list-type="ul">If you use your action to dash, you can move an extra 10'.</li> <li data-xf-list-type="ul">You have a 1d6 bonus die on initiative.</li> </ul><p><strong>RANGER</strong></p><ul> <li data-xf-list-type="ul">Your speed increases by 5'.</li> <li data-xf-list-type="ul">You gain a climb speed and swim speed equal to your walking speed.</li> <li data-xf-list-type="ul">Ranger's quarry. You can spend 10' of your movement to designate a creature you can see as your quarry. This lasts as long as you concentrate, up to 8 hours, or until you designate a new quarry. You gain a +1d6 bonus die on attacks against and attempts to spot, track, find, or discern your quarry.</li> <li data-xf-list-type="ul">Favored terrain. Choose a favored terrain type, such as plains, forest, swamp, mountains, hill, coastal, underwater, or Underdark. While in that terrain, you ignore difficult terrain composed of normal, natural obstacles.</li> </ul><p><strong>RAPID LAUNCHER</strong></p><ul> <li data-xf-list-type="ul">When you attack with a throw weapon, a bow, or a sling, you can spend 15' of movement to make one extra attack with that weapon. (This includes the movement cost for drawing the weapon, if it is thrown.)</li> <li data-xf-list-type="ul">You can launch of volley of inaccurate missiles as suppressing fire. Choose a 15' x 15' area in range of your weapon and expend five pieces of ammunition or thrown weapons. Each creature in the area must choose to either take 1d4 damage of the appropriate type or to use its reaction to halve its speed until the end of your next turn.</li> </ul><p><strong>REFLEXIVE COMBATANT</strong></p><ul> <li data-xf-list-type="ul">You gain an extra reaction.</li> <li data-xf-list-type="ul">If n enemy within your reach hits you, you can use a reaction to make an attack with a melee or unarmed weapon against that enemy.</li> <li data-xf-list-type="ul">If an enemy within 5' of you misses you with an attack, you can use a reaction to switch places with it, with neither of you provoking opportunity attacks.</li> <li data-xf-list-type="ul">If a creature within 5' of you spends movement, you can use a reaction to double the movement cost. If the creature has insufficient movement to pay the expanded cost, it loses the movement and doesn't get to take the intended action.</li> </ul><p><strong>RITUALIST</strong></p><ul> <li data-xf-list-type="ul">When you cast a ritual, you only need half the normal value in components.</li> <li data-xf-list-type="ul">When you cast a ritual, you only need half the normal time.</li> <li data-xf-list-type="ul">If you cast spells, choose three spells you can cast that don't normally have a ritual casting option. You can cast those as rituals, taking 10 minutes and costing 25 gp in arcane or religious components (for wizard and cleric spells, respectively) for a cantrip, 100 gp for a 1st level spell, 250 gp for a 2nd level spell, 1,000 gp for a 3rd level spell, 2,500 gp for a 4th level spell, or 6,000 gp for a 5th level spell. </li> <li data-xf-list-type="ul">If you don't cast spells, choose one 1st level spell and two cantrips. You can cast those as rituals as described above.</li> <li data-xf-list-type="ul">Each time you gain a cleric or wizard level after taking this feat, you can choose one more spell you can cast to become a ritual for you.</li> <li data-xf-list-type="ul">Each time you gain a fighter or rogue level after taking this feat, you can choose one more cantrip to become a ritual for you. If you gain 5th level, 7th level, or 9th level in one of these classes, you can instead choose a 1st level spell to become a ritual for you. If you gain 8th level or 10th level in one of these classes, you can instead choose a 2nd level spell to become a ritual for you.</li> </ul><p><strong>ROD FORGER</strong> </p><ul> <li data-xf-list-type="ul">You can create magical rods, staves, and wands, given the listed value in components, required spell slots (which must be expended at the start of each day's work), any special ingredients, and time. Assistants can contribute spell slots to the process, but don't save time or money. Creation can be suspended at the end of a day's work, but if interrupted, a day's work is lost and an additional 25% of the listed cost in components must be expended.<ul> <li data-xf-list-type="ul">Rod of magery (5,000 gp, 7 days, one 5th level spell slot)</li> <li data-xf-list-type="ul">Rod of resurrection (50,000 gp, the heart of a cleric, 30 days, six 5th level spell slots)</li> <li data-xf-list-type="ul">Staff of striking (2,500 gp, 3 days, one 3rd level spell slot)</li> <li data-xf-list-type="ul">Staff of the python (2,500 gp, 3 days, one 2nd level spell slot)</li> <li data-xf-list-type="ul">Wand of lightning (7,500 gp, 10 days, four 3rd level spell slots)</li> <li data-xf-list-type="ul">Wand of magic detection (1,000 gp, 1 day, one cantrip slot)</li> <li data-xf-list-type="ul">Wand of magic missiles (3,000 gp, 3 days, one 3rd level spell slot)</li> <li data-xf-list-type="ul">Wand of secret door detection (1,000 gp, 1 day, one 1st level spell slot)</li> <li data-xf-list-type="ul">Wand of trap detection (2,000 gp, 2 days, one 2nd level spell slot)</li> </ul></li> </ul></blockquote><p></p>
[QUOTE="the Jester, post: 9526534, member: 1210"] [B]NECROMANCER[/B] [LIST] [*]You can spend 10 minutes performing a ritual over a corpse to turn it into a skeleton or zombie. The ritual requires arcane or religious components costing 25 gp per HD of each corpse, plus 25 gp per HD for each skeleton or zombie you control. You control the skeleton or zombie. [*]You have a 1d6 bonus die when making a check dealing with undead. [*]You gain a 1d6 bonus die when you make a save against an effect caused by undead or that deals necrotic damage. [/LIST] [B]NINJA[/B] [LIST] [*]If you are in dim light or darkness, you can spend 15' of movement to teleport up to 60' to an area of dim light or darkness. When you do so, you can spend an additional 5' of movement to make a Dex check to hide if you arrive in a suitable location. [*]If you are hit by a ranged attack, you can use a reaction to add a 1d6 bonus die to your AC against that attack. [*]You can spend 10 minutes to turn alchemical components into any of the following special consumable items. You can create up to six uses of the same item in this 10 minutes, but it takes a separate period to make a different type of item. [LIST] [*]Flash pellet (10 gp)- you can use 10' of movement to hurl this up to 30'. Each creature within 10' of the grenade must make a Dex save or be blinded until the end of your next turn. You get a 1d6 bonus die to your save against this. [*]Smoke grenade (10 gp)- you can use 10' of movement to hurl this up to 30', where it bursts, creating a 10' radius cloud of opaque black smoke that lasts until the end of your next turn. [*]Alchemical poison (50 gp)- you can apply this to a piercing or slashing weapon. The next creature hit by the weapon takes an extra 1d10 poison damage and must make a Con save. If it fails, it takes a 10' penalty to speed, a 1d6 penalty die to attacks and checks for 1 minute (save ends). [I]Each failed save:[/I] the target's speed is reduced by another 10'. [/LIST] [/LIST] [B]ORACLE[/B] [LIST] [*]You gain a +1d6 bonus die on initiative. [*]Each time you complete a long rest, roll 2d20 and 2d6 and record the results of each die. These are portent dice. Before you or a creature you are aware of within 90' make an attack, check, or save, you may choose to substitute one or more portent dice in place of any d20 or d6s used in the attack, save, or check. [*]Up to once per game session, when you complete a long rest, you may receive an oracular vision. This vision is usually vague and often couched in symbolism, but it might give you clues about your current or a future adventure. [/LIST] [B]PALADIN[/B] [LIST] [*]Oath. You take an oath dedicating yourself to one alignment component- Chaos, Evil, Good, Law, or Neutrality. This must match your alignment. The oath is to uphold the values of that alignment component, and to zealously represent them. [*]If you haven't violated your oath since you last completed 3 long rests, creatures aligned opposite to your oath take a 1d6 penalty on attacks against you. [*]You gain one first level spell slot, which you can only use if you haven't violated your oath since you last completed 3 long rests. [*]You learn the spell [U]cure wounds[/U], which you can cast only if you haven't violated your oath since you last completed 3 long rests. You can cast it once without expending a spell slot, then need to complete a long rest before doing so again. [*]When you hit a creature with an attack, if that creature is aligned opposite to your oath, you can spend 10' of movement and a cantrip or spell slot to deal extra radiant damage to it. The damage is 1d6 + 1d6 per level of the slot used. [/LIST] [B]PIERCER[/B] [LIST] [*]When you attack with a piercing weapon or natural weapon, you get a +1 bonus to attacks and damage. [*]When you hit with a piercing melee weapon or natural weapon, you can also choose to switch places with the target, with neither of you provoking opportunity attacks. [*]Whenever you score a critical hit with a piercing weapon or natural weapon, you also inflict ongoing 1d4 damage on the target (Con save ends). [/LIST] [B]PREVARICATOR[/B] [LIST] [*]You gain a 1d6 bonus die on checks when attempting to deceive others. [*]When in conversation, you can attempt to subtly place a false piece of information in a creature's mind through a mix of subtle movements, misleading words, and body language. You weave a chosen falsehood into the conversation, such as the idea that the target's employer is seeking to take advantage of them, that a creature's wife is cheating on them, that a famous local monster is secretly dead, or that a worthless piece of colored glass is a gem worth 5,000 gp. The target must make a Wis save or believe your falsehood for 1 day or until confronted with incontrovertible evidence to the contrary. The save has a 1d6 penalty die unless you are attempting to place a falsehood that is especially obvious, outrageous, or unbelievable in the creature's mind. [*]If a creature learns your alignment or reads your mind, you can use your reaction to instead give it false information of your choice. [/LIST] [B]PROTECTOR [/B] [LIST] [*]While you can act, your allies within 5' gain a +2 bonus to AC. [*]If an ally within 5' is the target of a ranged attack, you can use your reaction to make yourself the target of that attack instead. [*]If an ally within 5' makes a save, you can use your reaction to switch places with the ally. You make the save and suffer any effects in place of the ally. If the save is against an area effect, the target gets a 1d6 bonus die on its save. [/LIST] [B]PUGILIST[/B] [LIST] [*]You get +2 to hit with your natural weapons. [*]You can attack with your natural weapons for 1d6 bludgeoning damage. If you do, you can spend 15' of movement to make a second attack with your natural weapons. [*]If you hit a creature with your natural weapons, you can spend 15' of movement to attempt to stun that creature. If it fails a Con save, it is stunned until the end of your next turn. While stunned, it can't move or act, and attacks against it gain a 1d6 bonus die. Once a creature fails its save against this effect, you can't use it again until you rest for an hour. [/LIST] [B]PYROMANCER[/B] [LIST] [*]Whenever you deal fire damage, you do an extra 1 point per die. [*]Whenever you make an attack roll with fire, you get a 1d6 bonus die to that attack. [*]When you take fire damage, you can use your reaction to gain resistance to that damage. [*]When you use a fire effect that has a saving throw, that save's DC increases by 2, to a minimum of 3. [/LIST] [B]QUICK[/B] [LIST] [*]All of your speeds increase by 10'. [*]You gain an extra reaction on your turn. [*]If you use your action to dash, you can move an extra 10'. [*]You have a 1d6 bonus die on initiative. [/LIST] [B]RANGER[/B] [LIST] [*]Your speed increases by 5'. [*]You gain a climb speed and swim speed equal to your walking speed. [*]Ranger's quarry. You can spend 10' of your movement to designate a creature you can see as your quarry. This lasts as long as you concentrate, up to 8 hours, or until you designate a new quarry. You gain a +1d6 bonus die on attacks against and attempts to spot, track, find, or discern your quarry. [*]Favored terrain. Choose a favored terrain type, such as plains, forest, swamp, mountains, hill, coastal, underwater, or Underdark. While in that terrain, you ignore difficult terrain composed of normal, natural obstacles. [/LIST] [B]RAPID LAUNCHER[/B] [LIST] [*]When you attack with a throw weapon, a bow, or a sling, you can spend 15' of movement to make one extra attack with that weapon. (This includes the movement cost for drawing the weapon, if it is thrown.) [*]You can launch of volley of inaccurate missiles as suppressing fire. Choose a 15' x 15' area in range of your weapon and expend five pieces of ammunition or thrown weapons. Each creature in the area must choose to either take 1d4 damage of the appropriate type or to use its reaction to halve its speed until the end of your next turn. [/LIST] [B]REFLEXIVE COMBATANT[/B] [LIST] [*]You gain an extra reaction. [*]If n enemy within your reach hits you, you can use a reaction to make an attack with a melee or unarmed weapon against that enemy. [*]If an enemy within 5' of you misses you with an attack, you can use a reaction to switch places with it, with neither of you provoking opportunity attacks. [*]If a creature within 5' of you spends movement, you can use a reaction to double the movement cost. If the creature has insufficient movement to pay the expanded cost, it loses the movement and doesn't get to take the intended action. [/LIST] [B]RITUALIST[/B] [LIST] [*]When you cast a ritual, you only need half the normal value in components. [*]When you cast a ritual, you only need half the normal time. [*]If you cast spells, choose three spells you can cast that don't normally have a ritual casting option. You can cast those as rituals, taking 10 minutes and costing 25 gp in arcane or religious components (for wizard and cleric spells, respectively) for a cantrip, 100 gp for a 1st level spell, 250 gp for a 2nd level spell, 1,000 gp for a 3rd level spell, 2,500 gp for a 4th level spell, or 6,000 gp for a 5th level spell. [*]If you don't cast spells, choose one 1st level spell and two cantrips. You can cast those as rituals as described above. [*]Each time you gain a cleric or wizard level after taking this feat, you can choose one more spell you can cast to become a ritual for you. [*]Each time you gain a fighter or rogue level after taking this feat, you can choose one more cantrip to become a ritual for you. If you gain 5th level, 7th level, or 9th level in one of these classes, you can instead choose a 1st level spell to become a ritual for you. If you gain 8th level or 10th level in one of these classes, you can instead choose a 2nd level spell to become a ritual for you. [/LIST] [B]ROD FORGER[/B] [LIST] [*]You can create magical rods, staves, and wands, given the listed value in components, required spell slots (which must be expended at the start of each day's work), any special ingredients, and time. Assistants can contribute spell slots to the process, but don't save time or money. Creation can be suspended at the end of a day's work, but if interrupted, a day's work is lost and an additional 25% of the listed cost in components must be expended. [LIST] [*]Rod of magery (5,000 gp, 7 days, one 5th level spell slot) [*]Rod of resurrection (50,000 gp, the heart of a cleric, 30 days, six 5th level spell slots) [*]Staff of striking (2,500 gp, 3 days, one 3rd level spell slot) [*]Staff of the python (2,500 gp, 3 days, one 2nd level spell slot) [*]Wand of lightning (7,500 gp, 10 days, four 3rd level spell slots) [*]Wand of magic detection (1,000 gp, 1 day, one cantrip slot) [*]Wand of magic missiles (3,000 gp, 3 days, one 3rd level spell slot) [*]Wand of secret door detection (1,000 gp, 1 day, one 1st level spell slot) [*]Wand of trap detection (2,000 gp, 2 days, one 2nd level spell slot) [/LIST] [/LIST] [/QUOTE]
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