Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Perception or Survival check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Quick to notice details of your environment, you gain the following benefits:
Your Wisdom Score increases by 1 point.
You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret their words by reading their lips.
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours.
You regain expended luck points when you finish a long rest.
Through practice and your elven nature, this feat. provides the following benefits:
Your Dexterity Score increases by 1 point.
Attacks made with advantage allow you to pick the highest number from 3 rolls instead of 2.
As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points.
As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.
On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
Your connection with Hoar has increased, allowing you to channel his divine powers.
You receive special active features on use that are tied directly to this feat.
After you use this feature, you can't use it again until you complete a short or long rest.
Upon use when hit by an attack, an invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
The Staff of Defense is the staff formerly belonging to Iarno Albrek, or Glasstaff, a former member of the Lords Alliance. The staff is slender and hollow and made entirely of glass, yet it is as strong as oak.
This staff provides the following benefits:
The staff contains 10 charges used to fuel the spells within it. While holding the staff, it can be used to cast one of the following spells:
- Mage Armor (1 charge)
- Shield (2 charges)
The staff regains 1d6+4 expended charges each day at dawn. If the last charge is expended, roll a d20. On a 1, the staff shatters and is destroyed.
This magical ring was once in possession of Hamun Kost, a necromancer using undead to scare off locals from approaching him.
The magical enchantment provides the following benefits:
Saving Throws +1
This magical longsword once belonged to the late owner of Tresendar Manor, Aldith Tresendar. It's hilt is in the shape of an eagle's wings.
Attack Roll: 1d20 + STR + Proficiency Bonus + 1
Damage Roll: 1d20 + STR + 1
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
This teleportation does not invoke attack of opportunity for enemies within range when used.
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
You can use your crossbow to shoot a bolt at an enemy.
Light - This weapon can be wielded alongside another weapon.
Loading - This weapon must be loaded to shoot.
Attack Roll: 1d20 + DEX Mod. + Proficiency Bonus
Damage Roll: 1d6 + DEX Mod.
You have a limited number of bolts (see character sheet), make sure to remove one when shooting.
After battle, you can salvage half of the bolts used, and you can purchase more in shops.