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View table: passives
Table structure:
- name - String
- image - File
- icon - File
- toggleable - Boolean
- is_item - Boolean
- is_feat - Boolean
- is_racial - Boolean
- is_class - Boolean
- description - Wikitext
- extra_description - Wikitext
- brief - Wikitext
- recharge - String
This table has 1,005 rows altogether.
Page | name | image | icon | toggleable | is item | is feat | is racial | is class | description | extra description | brief | recharge |
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Aberration Hunter (edit) | Aberration Hunter | No | No | No | A githyanki wearing this amulet has Advantage on Intelligence Saving throws. Aberrations also have Disadvantage on Attack rolls against them. |
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Ability Drain (edit) | Ability Drain | No | No | No | Once per turn, when you make an Attack Roll, the attack reduces that target's corresponding Ability by 1. The reduced ability score cannot be decreased lower than 1. |
The ability that is reduced is the same as the one used to make the Attack Roll. For melee weapons, this is usually Strength, for ranged weapons usually Dexterity, and for spells usually your Spellcasting Ability. |
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Ablaze (edit) | Ablaze | Yes | No | No | When the sphere is ablaze, it leaves behind a Fire surface and deals 2d6Fire to nearby creatures and objects. |
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Absolute Night (edit) | Absolute Night | No | No | No | targets that fail a Dexterity saving throw. Deals an additional 2d6Piercing to certain creatures that sport multiple sets of eyes. |
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Absolute's Aegis (edit) | Absolute's Aegis | No | No | No | If the wielder bears the Absolute's Brand, all damage received from spells is reduced by 1. |
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Absolute's Bane (edit) | Absolute's Bane | No | No | No | On a hit with a weapon attack, possibly inflict a -1d4 penalty to the target's Attack rolls and Saving throws. |
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Absolute's Tempest (edit) | Absolute's Tempest | No | No | No | If the wearer bears the Absolute's Brand, they deal 1 additional Thunder damage with Thunder damage spells and attacks. |
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Absolute's Ward (edit) | Absolute's Ward | No | No | No | If the wielder bears the Absolute's Brand, they gain a +1 bonus to Saving throws. |
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Accretion (edit) | Accretion | No | No | No | The wearer gains when they deal damage with close-quarter-range spells or close-quarter-range cantrips. |
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Accursed Coins (edit) | Accursed Coins | No | No | No | This cursed visage controls part of the coins protecting the Toll Collector. |
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Acolyte of Nature (edit) | Acolyte of Nature | No | No | No | Yes | Learn one of the following Druid cantrips: , , , . |
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Actor (edit) | Actor | No | No | No | You have become a true thespian. Your Charisma increases by 1, to a maximum of 20[See: Bugs] . Your Proficiency Bonus is doubled for Deception and Performance Checks. |
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Adamantine Backlash (edit) | Adamantine Backlash | No | No | No | When a melee attack hits you, the attacker is sent for 2 turns. |
Reeling creatures have a -1 penalty to Attack rolls for every turn remaining. |
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Adamantine Shield (passive feature) (edit) | Adamantine Shield | No | No | No | When a melee attack misses you, the attacker is sent for 2 turns. |
Reeling creatures have a -1 penalty to Attack rolls for every turn remaining. |
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Adamantine Skin (edit) | Adamantine Skin | No | No | No | Made entirely from adamantine, this mass is about as heavy as a dragon, and nearly as indestructible. Only intense heat can soften the metal enough to be shaped. |
Only intense heat can soften the Grym enough to be harmed. |
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Adaptable Skullduggery (edit) | Adaptable Skullduggery | No | No | No | This creature can perform a Sneak Attack with any weapon, not only those marked as Finesse. |
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Additional Spell Slot (edit) | Additional Spell Slot | No | No | No | You gain 1 Level 1 Spell Slot. |
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Adrenaline Rush (edit) | Adrenaline Rush | No | No | No | When the wearer for 3 turns. or takes a similar action during combat, they gain |
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Adroit Caster (edit) | Adroit Caster | Yes | No | No | Cantrips targeting foes and allies can target an additional creature. The same target can be chosen twice. Usable once per short rest. |
Cantrips require the targets to be close together, unless those cantrips are projectiles. |
Short Rest | |||||
Adroit Reflexes (edit) | Adroit Reflexes | No | No | No | When you make an Attack roll as a Reaction, you make it with Advantage. |
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Advanced Unarmoured Movement (edit) | Advanced Unarmoured Movement | No | No | No | Yes | doesn't slow you down and you can an additional 6 m / 20 ft while you are not wearing armour or using a shield. |
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Aegis Palms (edit) | Aegis Palms | No | No | No | When you heal a creature, it gains the effect of . When you a creature it gains the effect of . |
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After Death Do Us Part (passive feature) (edit) | After Death Do Us Part | No | No | No | When the wearer is , they rise once more with half their Hit Points restored, but are gripped by . |
Long Rest | ||||||
Agile Chassis (edit) | Agile Chassis | No | No | No | The lightweight build of this Steel Watcher grants it Advantage on Dexterity Saving Throws and an additional 9 m / 30 ft movement speed. |
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Agonising Blast (edit) | Agonising Blast | No | No | No | Yes | When you cast Charisma Modifier to the damage it deals, unless it is negative. , add your |
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Alert (edit) | Alert | No | No | No | You gain +5 to Initiative and can no longer be surprised. |
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Ambusher (+1) (edit) | Ambusher | No | No | No | Gain a +1 bonus to . |
Gain +1 to initiative rolls. |
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Ambusher (+2) (edit) | Ambusher | No | No | No | Gain a +2 bonus to . |
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Ambusher's Streak (edit) | Ambusher's Streak | No | No | No | In combat, you deal an additional 1d6Necrotic damage against creatures that haven't taken a turn yet. |
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Amorphous (edit) | Amorphous | No | No | No | The creature's body is difficult to manipulate; it cannot be shoved, pushed, or thrown. |
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Angelclocker Knuckles (edit) | Angelclocker Knuckles | No | No | No | ||||||||
Antimagic Susceptibility (edit) | Antimagic Susceptibility | No | No | No | Held together by the Weave itself, this armour is by antimagic fields. |
Incapacitated by antimagic fields. |
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Arcane Absorption (edit) | Arcane Absorption | No | No | No | When you kill an enemy with a melee attack, regain one of your spent 1st Level spell slots. |
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Arcane Ashes (edit) | Arcane Ashes | No | No | No | Whenever you deal Fire damage, you gain 2 turns of . |
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Arcane Battery (edit) | Arcane Battery | Yes | No | No | Alleviate the arcane burden of spellcasting with the power of this staff. The next spell you cast doesn't cost a spell slot. |
You need to toggle this feature on in order to activate this effect. |
Long Rest | |||||
Arcane Echomalefaction (edit) | Arcane Echomalefaction | No | No | No | When the wearer inflicts a condition upon a hostile creature, they also inflict 2 turns of . |
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Arcane Enchantment (+1) (edit) | Arcane Enchantment | No | No | No | You gain a +1 bonus to Spell Save DC and Spell attack rolls. |
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Arcane Enchantment (+2) (edit) | Arcane Enchantment | No | No | No | You gain a +2 bonus to Spell Save DC and Spell attack rolls. |
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Arcane Radiance (edit) | Arcane Radiance | No | No | No | When the wearer deals spell damage while illuminated by a light source, they also inflict upon the target for 2 turns. |
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Arcane Vampirism (edit) | Arcane Vampirism | No | No | No | When the creatures affected by your spells fail any associated Saving throws, you regain 1d4hit points. |
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Arcane Vehemence (edit) | Arcane Vehemence | No | No | No | Once per Short Rest, you regain a Level 1 spell slot when you land a Critical Hit with the Spellthief. |
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Arcane Vivaciousness (edit) | Arcane Vivaciousness | No | No | No | You gain 8 temporary hit points after casting a spell while in melee. |
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Arcane Ward (edit) | Arcane Ward | No | No | No | Yes | The residual magic of your spells forms a ward around you that protects you from harm. |
Each time you cast an Abjuration spell, the intensity of the ward increases by the amount of the spell's Level, up to a maximum of 2x your Wizard level. Each time you take damage, the ward blocks an amount of damage equal to its intensity, and its intensity decreases by 1. After each Long Rest, the ward's intensity resets, and becomes the same as your Wizard level. |
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Archery (edit) | Archery | No | No | No | Yes | You gain a +2 bonus to Attack rolls you make with ranged Weapons. |
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Arctic (edit) | Arctic | No | No | No | Yes | You can cast and . |
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Arming Enhancement (edit) | Arming Enhancement | No | No | No | Gain a +2 Bonus to Attack roll and damage rolls with weapons. |
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Armour of Shadows (edit) | Armour of Shadows | No | No | No | Yes | You can cast Spell Slot. Mage Armour increases your Armour Class when you are not wearing armour. on yourself at will, without expending a |
Mage Armour increases your Armour Class when you aren't wearing armour. |
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Army Arcana (edit) | Army Arcana | No | No | No | Create pockets of safety within your spells. Allies automatically succeed their Saving throws against these spells and take no damage from them. |
Allies automatically succeed Saving Throws against the user's spells. |
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Artificer's Lore (edit) | Artificer's Lore | No | No | No | Yes | Add twice your Proficiency Bonus to History checks. |
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Artificial Sight (edit) | Artificial Sight | No | No | No | The wearer can see in the dark up to 12 m / 40 ft and cannot be . |
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Aspect of the Beast: Bear (edit) | Aspect of the Beast: Bear | No | No | No | Yes | The Aspect of the Bear infuses you with strength. Your Carrying Capacity is doubled, and you have Advantage on Strength Checks. |
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Aspect of the Beast: Chimpanzee (edit) | Aspect of the Beast: Chimpanzee | No | No | No | Yes | The Aspect of the Chimpanzee grants you a nimble mischievousness. You gain Resistance to falling damage, and throwing camp supplies targets. |
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Aspect of the Beast: Crocodile (edit) | Aspect of the Beast: Crocodile | No | No | No | Yes | The Aspect of the Crocodile increases your agility in the water. Your Movement Speed increases by 3 m / 10 ft while standing in water-based surfaces. On slippery surfaces, you also have Advantage on Saving Throws against being knocked |
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Aspect of the Beast: Eagle (edit) | Aspect of the Beast: Eagle | No | No | No | Yes | The Aspect of the Eagle enhances your eyesight. You can see in the dark up to 12 m / 40 ft, and gain Advantage on Perception Checks. |
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Aspect of the Beast: Elk (edit) | Aspect of the Beast: Elk | No | No | No | Yes | The Aspect of the Elk grants you astounding swiftness. You can use Movement Speed. , giving yourself and nearby allies extra |
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Aspect of the Beast: Honey Badger (edit) | Aspect of the Beast: Honey Badger | Yes | No | No | Yes | If you're , , or at the start of your turn, you have a 50% chance to begin Raging without expending a Rage Charge. |
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Aspect of the Beast: Stallion (edit) | Aspect of the Beast: Stallion | No | No | No | Yes | The Aspect of the Stallion creates safety in movement. temporary hit points equal to twice your Barbarian level. grants you |
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Aspect of the Beast: Tiger (edit) | Aspect of the Beast: Tiger | No | No | No | Yes | The Aspect of the Tiger infuses you with an unrelenting ferocity. You add an additional Strength Modifier to Attack Rolls against or targets, and gain Proficiency in Survival |
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Aspect of the Beast: Wolf (edit) | Aspect of the Beast: Wolf | No | No | No | Yes | The Aspect of the Wolf boosts your stealthiness. You gain Proficiency in Stealth, and can use . |
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Aspect of the Beast: Wolverine (edit) | Aspect of the Beast: Wolverine | No | No | No | Yes | The Aspect of the Wolverine grants you the tools to relentlessly pursue your prey. When you attack a or target, you also it for 1 turn |
When you attack a Bleeding or Poisoned target, you also Maim it for 1 turn. |
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Assassin's Alacrity (edit) | Assassin's Alacrity | No | No | No | Yes | Quick as an alley cat in a rain-dark city, you immediately restore your Action and Bonus action at the start of combat |
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Assassinate: Ambush (edit) | Assassinate: Ambush | No | No | No | Yes | Any successful Attack Roll against a creature is a Critical Hit. |
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Assassinate: Initiative (edit) | Assassinate: Initiative | No | No | No | Yes | You are deadliest against unprepared enemies. In combat, you have Advantage on Attack Rolls against creatures that haven't taken a turn yet. |
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Athlete: Standing Up (edit) | Athlete: Standing Up | No | No | Yes | When you are , standing up uses significantly less movement. Your distance also increases by 50%. |
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Aura of Murder (passive feature) (edit) | Aura of Murder | Yes | Yes | No | Enemies within 2 m / 7 ft become Vulnerable to Piercing damage, unless they are Resistant or Immune to it. |
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Authority (edit) | Authority | No | No | No | You have Advantage on Intimidation checks and Insight checks. |
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Aversion of Fire (edit) | Aversion of Fire | No | No | No | If this entity takes Fire damage, it receives Disadvantage on Attack Rolls and Ability Checks until the end of its next turn. |
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Awakened (edit) | Awakened | No | No | No | You can use all of your Illithid Powers as a Bonus Action. Your resistance to the zaith'isk in the githyanki infirmary awakened this power. |
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Balance (edit) | Balance | No | No | No | Gain a +1 bonus to Dexterity Saving throws and Ability checks |
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Balduran's Favour (edit) | Balduran's Favour | No | No | No | You have a +1 bonus to Armour Class and Saving throws. |
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Balduran's Vitality (edit) | Balduran's Vitality | No | No | No | The helmet heals you 2hit points at the beginning of every turn. |
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Baneful Bond (edit) | Baneful Bond | No | No | No | On a hit, possibly your target. |
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Baneful Strike (edit) | Baneful Strike | No | No | No | Whenever you deal damage with a weapon attack, the target receives a -1d4 penalty to its Saving throw against your next spell. |
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Bardic Inspiration (passive feature) (edit) | Bardic Inspiration | No | No | No | Can use . |
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Bardic Roll (edit) | Bardic Roll | Yes | No | No | Add a +1d6 bonus to your next Ability Check. |
You expend your when the effect triggers. |
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Battle Acuity (edit) | Battle Acuity | No | No | No | Whenever you deal damage with a weapon attack, you gain for 2 turns. |
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Battlemage's Power (edit) | Battlemage's Power | No | No | No | Whenever your Weapon Attack roll inflicts a condition, you gain . |
Per attack | ||||||
Bear Heart (edit) | Bear Heart | No | No | No | Yes | While , you can use , and have Resistance to all damage except Psychic damage. |
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Beast Speech (edit) | Beast Speech | No | No | No | Yes | You can cast Spell Slot. on yourself at will, without expending a |
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Beast Tamer (edit) | Beast Tamer | No | No | No | Yes | You have cultivated a strong bond with animals. You can cast spell slot. without expending a |
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Become the Bulwark (edit) | Become the Bulwark | No | No | No | You gain a +2 bonus to Armour Class as long as you are not wearing armour or holding a shield. |
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Beguiling Defences (edit) | Beguiling Defences | No | No | No | Yes | You have built stoic barriers in your heart and mind, and cannot be . |
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Beguiling Influence (edit) | Beguiling Influence | No | No | No | Yes | You invoke your patron's bewitching charm. You gain Proficiency in Deception and Persuasion. |
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Bend Luck (passive feature) (edit) | Bend Luck | No | No | No | Yes | When a creature you can see makes an Attack roll, Ability Check, or a Saving throw, you can use your reaction and spend 2Sorcery Points to roll 1d4, applying the number rolled as a bonus or penalty (your choice) to the creature's roll. |
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Berserk (edit) | Berserk | No | No | No | This entity will go if its health diminishes. |
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Bestial Fury (edit) | Bestial Fury | No | No | No | Yes | Grants all your companions an extra attack. |
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Blazing Hide (edit) | Blazing Hide | No | No | No | When the hellsboar is hit with a melee attack, the attacker starts for 3 turns. |
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Blessed Healer (edit) | Blessed Healer | No | No | No | Yes | Healing others heals you as well. When you cast a healing spell of Level 1 or higher on another creature, you regain hit points equal to 2 + the spell's levelhit points. |
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Blessed Mercy (edit) | Blessed Mercy | No | No | No | When you heal a creature, it gains a +1d4 bonus to Attack rolls and Saving throws for 2 turns. |
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Blessings of Knowledge (edit) | Blessings of Knowledge | No | No | No | Yes | Gain Expertise in two of the following Skills: , , , or . Your Proficiency Bonus is doubled for Ability Checks made using these Skills. |
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Blightbringer (passive feature) (edit) | Blightbringer | No | No | No | Attacking Gnomes or Dwarves with this weapon receives a 1d4 bonus to Attack and Damage rolls. |
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Blind Immunity (edit) | Blind Immunity | No | No | No | The wearer cannot be . |
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Blindsight (edit) | Blindsight | No | No | No | This creature can perceive its surroundings without relying on sight. |
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Blood Thirst (edit) | Blood Thirst | No | No | No | Unarmed and melee attacks will deal an extra 2Necrotic damage as long as you don't have your full health. If you don't deal any damage this turn, you will take 1d4Necrotic damage at the end of your turn. |
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Blood-Curdling Emission (edit) | Blood-Curdling Emission | No | No | No | On a hit, possibly inflict . Gain a +1d4 bonus to attack and damage against Frightened creatures. |
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Body Aid (edit) | Body Aid | No | No | No | Gain a +1 bonus to Strength Saving throws and Ability checks. |
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Bolstering Critical (edit) | Bolstering Critical | No | No | No | When scoring a Critical Hit or killing a hostile creature, wearer gains 15 temporary hit points. |
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Bolstering Smite (edit) | Bolstering Smite | No | No | No | When you apply a condition with one of your Smite spells, you gain Temporary Hit Points equal to your Charisma modifier. |
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Book of Ancient Secrets (edit) | Book of Ancient Secrets | No | No | No | Yes | You can inscribe magical rituals in your Book of Shadows. Gain , , and spells.You can cast them once per Long Rest and they don't expend spell slots |
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Booming Blows (edit) | Booming Blows | No | No | No |