Tal'Dorei Campaign Guide PDF

(Jeff_L) #1
drop concentration on one of your spells during your
turn as a free action to avoid this saving throw.


  • Any time you would be forced to make a Constitution
    saving throw to maintain concentration due to taking
    damage, the DC equals 10 + both spells’ levels combined,
    or half the damage you take, whichever number is higher.
    On a failure, you lose concentration on both spells.


flash reCall


prerequiSite: The ability to prepare spells, and cast at
least one spell


You’ve developed the ability to instantly recall an unprepared
spell in moments of sudden necessity. As an action, you can
instantly prepare a spell from your available class spell list (or
spellbook, if you prepare spells from one) that you did not
have prepared. This spell choice must be of a level for which
you have spell slots. You then lose preparation of a different
spell of your choice of equal or higher spell level.
If you are multiclassed, you can only Flash Recall
spells from a class that prepares spells. Once you use this
ability, you must finish a short or long rest before you
can use it again.


gamBler


Spending countless hours winning and losing coin in ale-
stained taverns has forged you into a consummate gambler
and chance-seeking addict. You gain the following bene-
fits and features:



  • Increase your Charisma score by 1, to a maximum of 20.

  • You gain proficiency with two types of gaming sets of
    your choice.

  • You have advantage on Charisma (Deception) checks
    to bluff opponents in games of chance, and Charisma
    (Persuasion) checks to convince others to join
    you for a game.

  • You have a reputation as a card shark in some circles.
    Some folks may avoid playing you for this reason, while
    other gamblers may seek you out specifically.

  • When you take the Carousing downtime action, you
    may reroll your result once, but must keep the results of
    the second roll.


mending affinity


Your body has begun to adapt extremely well to healing
itself through extraordinary means, gifting you the fol-
lowing benefits:



  • Increase your Constitution score by 1, to a
    maximum of 20.

  • When a creature uses a healer’s kit to stabilize you
    when you are dying, you also regain hit points equal to
    your proficiency modifier.

  • Whenever you regain hit points as a result of a
    spell, potion, or class ability, you regain additional
    hit points equal to your proficiency modifier.


mystiC COnflux
Through your repeated exposure to the natural flow of
arcane magic throughout Exandria, you’ve adapted to
attune with additional enchantments, though the process
can be physically taxing. You gain the following benefits:


  • You have advantage on Intelligence (Arcana)
    checks when investigating the nature of a magical
    object or device.

  • You can now be attuned to a maximum of four magical
    items, rather than the normal limit of three. Other
    attunement limitations still apply.


rapid drinker
Through a lifestyle of hard, competitive drinking, you’ve
learned how to quaff drinks at an incredibly accelerated
pace. You gain the following benefits:


  • You can drink a potion as a bonus action, instead of
    as an action.

  • You have advantage on any saving throws triggered by
    ingesting an alcoholic or dangerous substance.


spelldriVer
Prerequisite: Character level 8th or higher
Through intense focus, training, and dedication, you’ve
harnessed the techniques of rapid spellcasting. You are
no longer limited to only one non-cantrip spell per turn.
However, should you cast two or more spells in a single
turn, only one of them can be of 3rd level or higher.

thr OWn arms master
You’ve honed your ability to lob weaponry into the fray,
including weapons not meant for ranged combat. You gain
the following benefits:


  • Increase your Strength or Dexterity score by 1, to a
    maximum of 20.

  • Simple and martial melee weapons without the thrown
    property can be treated as if they have the thrown
    property. One-handed weapons have a range of 20/60,
    while two-handed weapons have a range of 15/30.

  • Weapons that naturally have the thrown property
    increase their range by +20/+40.

  • When you miss with a thrown weapon attack using
    a light weapon, the weapon immediately boomerangs
    back into your grasp.


“Oh, you’re venturing where again? Well! I certainly
hope you’ve got more tricks up your sleeves than those
swords and a couple spells scrawled in that book there,
friends. Because you’re going to need all the help you
can get. Speaking of which, perhaps I’ve some wares
that might interest you...”
—Davia Redtresses,
provisoneer of Emon
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