| Name | Tier | Attunement | Usage Requirements | Type | Cost | Session Required | Description | Notes | Sourcebook |
|---|---|---|---|---|---|---|---|---|---|
| Professor Orb | 1 | No | Item | 30 | No | Each professor orb takes the form of a smooth, solid, 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light deep inside the sphere. A Professor Orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in chapter 7 of the Dungeon Master’s Guide. Regardless of its disposition, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and can see and hear normally out to a range of 60 feet. Unlike most sentient items, the orb has no will of its own and can’t initiate a conflict with the creature in possession of it. A Professor Orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier). In addition to the knowledge it possesses, a professor orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence. | Details must be recorded in prestige-shopping-log on purchase Purchasable once per character | WDMM | |
| Extra ASI/Feat | 1 | No | Special | 200 | No | On character creation, you can choose an extra Ability Score Improvement or Feat for each time you purchase this Option | Can be purchased up to 5 times per character | – | |
| Second Artifact Slot | 5 | No | Special | 400 | No | May purchase a second artifact when PC meets the requirements for that artifact | – | ||
| 4th Epic Boon Slot | 6 | No | Special | 400 | No | May purchase a fourth boon when PC meets the requirements for that boon | – | ||
| Character Slot | 1 | No | Special | 50 | No | Create an extra character in the Nexus. This perk allows a player to exceed the existing character maximums of 5 characters per player, or 10 characters with Nitro. | Purchasable up to 5 times per player | – | |
| Character Respec | 1 | No | Special | 50 | No | This perk affords the player 1 additional respec, exceeding the once per three months limitation per player, and can be used to respec the character that spent the PP. | Can only have 1 prestige respec at one time. It needs to be used before you can purchase it again. | – | |
| Spell Gem (Obsidian) | 1 | No | Item | 25 | No | Action to use, if you know the spell or if the spell is on your class’s spell list. An obsidian spell gem can only store cantrips. Cantrips cast from the spell gem have a save DC of 13 and an attack bonus of +5. | Purchasable only three times per character | OotA | |
| Spell Gem (Lapis Lazuli) | 1 | No | Item | 50 | No | Action to use, if you know the spell or if the spell is on your class’s spell list. A lapis lazuli spell gem can store up to 1st level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5. | Purchasable only three times per character | OotA | |
| Cult of Geryon | 1 | No | Cult Gift | 25 | No | Crushing Blow (1/Short Rest). As a bonus action, the creature gains a bonus to the damage roll of its next melee weapon attack roll that hits within the next minute. The bonus equals its Strength modifier (minimum of +1). Indomitable Strength (Recharge 5–6). As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage. | Max of 1 Cult per Character | MPMM p136 | |
| Demonic Boon of Goristro | 4 | No | Demonic Boon | 25 | No | Labyrinthine Recall. This creature can perfectly recall any path it has traveled. | Max of 1 Demonic Boon per Character | MTF p32 | |
| Pious | 1 | No | Supernatural Origin | 50 | No | Pious Protection. (1/LR) If you fail a saving throw, you can reroll it, and you must use the new roll. Religious Study. You have advantage on any Intelligence (Religion) check pertaining to your chosen god. | Max of 1 Supernatural Origin per character | MOT | |
| Unscarred | 1 | No | Supernatural Origin | 25 | No | Unscarred Resilience (1/SR). When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. | Max of 1 Supernatural Origin per character | MOT | |
| Owlbear Whisperer | 1 | No | Character Secret | 10 | No | If I am within 10 feet of an owlbear, I can use an action to make a DC 10 Charisma (Animal Handling) check. On a success, I change the owlbear’s attitude toward me from hostile to indifferent or from indifferent to friendly. | Max of 1 Supernatural Origin per character | IDRotF | |
| Littlest Yeti | 1 | No | Character Secret | 10 | No | I was raised by yeti. Although I relied on my ferocious guardians for food and warmth and never quite adapted to the cold, I speak Yeti and have advantage on Charisma checks made to influence yeti or improve their attitudes. | Max of 1 Supernatural Origin per character | IDRotF | |
| Iconoclast | 1 | No | Supernatural Origin | 250 | No | Enlightened Protection. (1/LR) You can cast protection from evil and good with this trait, targeting only yourself and requiring no material components. Wisdom is your spellcasting ability for this trait. Reject the Gods. You can’t gain or lose piety to any god. You instead gain the following traits at the character level listed in each one. Wisdom is your spellcasting ability for any spell that you cast through these traits. Iconoclast Hero: 5th-level: (1/LR) You can cast dispel magic. Iconoclast Paragon: 11th-level (1/LR) You can cast dispel evil and good with this trait, requiring no material components. In addition, when you cast dispel magic using your Iconoclast Hero trait, you cast it as a 4th-level spell. Iconoclast Archetype: 17th-level (1/LR) You can cast antimagic field with this trait, requiring no material components. In addition, when you cast dispel magic using your Iconoclast Hero trait, you cast it as a 5th-level spell. | Max of 1 Supernatural Origin per character | MOT | |
| Oracle | 1 | No | Supernatural Origin | 750 | No | You possess a precious gift coveted not just by mortals but by the gods themselves: the gift of clear communication between the mortal and divine realms. As an oracle, you can perceive the whims of the gods and petition them for glimpses of their vast insight. This gift also comes with a curse, though, which typically takes the form of dire insights. Consult the Oracle Curse table to determine what unwanted revelations you receive. The gods seek mortal oracles to act as their agents. As a result, most oracles devote themselves to the service of a single god and learn to ignore the voices of all others. Occasionally, two gods agree to share the services of an oracle. Oracles who try to remain independent often find themselves pursued by the agents of evil gods who would bind them to the god’s service, if necessary. You gain the following traits. Ears of the Oracle. You can speak, read, and write Celestial, the language of the gods. In addition, a god might deliver a message through you, and you can decide whether to use your own voice or to allow the god’s voice to come through your mouth to deliver the message, translated into any language you speak. Oracle’s Insight. The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can’t use it again until you finish a short or long rest. Oracle’s Piety. Your oracular abilities improve as your piety score increases. Instead of gaining the piety benefits associated with any god (as described in chapter 2), you gain the following traits when you reach the specified piety score. Wisdom is your spellcasting ability for any spell that you cast through these traits. Augur p16 Piety 3+ Oracle trait You can cast augury as a ritual with this trait. Once you do so, you can’t cast it in this way again until you finish a long rest. Seer p16 Piety 10+ Oracle trait You can cast divination as a ritual with this trait. Once you do so, you can’t cast it in this way again until you finish a long rest. Sibyl p16 Piety 25+ Oracle trait You can cast commune as a ritual with this trait. Once you do so, you can’t cast it in this way again until you finish a long rest. You also can’t be surprised, provided you aren’t incapacitated. Divine Oracle p16 Piety 50+ Oracle trait You can increase your Intelligence or Wisdom score by 2, as well as increasing your maximum for the chosen score by 2. Oracle Curse d8 Flaw 1 I know exactly how I’m going to die, and I can’t do or say anything to prevent it. 2 People who consult me for information rarely believe the answers I give them. 3 I’m haunted by nightmares foretelling the deaths of people I’ve never met. 4 I’m often distracted by the sights and sounds of things that other people can’t perceive. 5 A horrible monster in Nyx watches me constantly, and I see it every time I venture outdoors. 6 Any time I grow close to someone, I see them aged, dying, or dead. 7 Whenever I receive a divine vision, I get an intense pain in my head or chest. 8 One of the gods intends to use me as an oracle whether I want to listen or not. | Max of 1 Supernatural Origin per character This Item may only benefit from Piety 25+ once the character is T4 and from Piety 50+ once the character is T5 | MOT | |
| Gathered Whispers | 1 | No | Dark Gift – Origin | 150 | No | You are haunted by spiritual beings, whether the souls of the departed or entities from another plane. Their voices endlessly whisper, taunt, or cajole, sometimes rising to unearthly howls. Only you can perceive the spirits, unless you allow them to speak through you. The spirits are intangible and invisible; anyone who can see invisible creatures sees only fleeting glimpses of these spirits as they haunt you. Roll on or choose an option from the Whispering Spirits table to determine what haunts you. Additionally, you gain the traits that follow. Whispering Spirits d6 Spirits 1 A council of my dead ancestors watches over me. 2 Fiendish presences vie for my soul. 3 Unquiet souls are drawn to me and beg for peace. 4 The spirits of those I killed linger around me. 5 An alien intelligence intrudes upon my thoughts. 6 A sibling I don’t have shares my body. Spirit Whispers. You learn the message cantrip if you don’t already know it, and require no components to cast it. When you cast the spell, the messages are delivered by one of your whispering spirits rather than you or the target’s voice. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice when you gain this Dark Gift). Sudden Cacophony. When you are hit by an attack roll, you can use your reaction to channel your haunting spirits, letting their voices howl through you. If the attacker isn’t deafened, add your proficiency bonus to your AC against that attack, potentially causing it to miss. Once this trait causes an attack to miss, you can’t use the trait again until you finish a long rest. Voices from Beyond. Immediately after you make an attack roll, an ability check, or a saving throw and roll a 1 on the d20, the haunting voices grow too loud to ignore. Roll on the Voices from Beyond table to determine the effect of these voices. Once one of these effects occurs, none of these haunting voices manifest again until you finish a short or long rest. Voices from Beyond d4 Effect 1 You have disadvantage on the next attack roll, ability check, or saving throw you make. 2 You are deafened by the voices for 1 minute. 3 You are frightened of the creature closest to you, other than yourself, until the end of your next turn. If multiple creatures are closest, the DM chooses which creature you are frightened of. 4 Within the next 10 minutes, you can ask your spirits about the results of a specific course of action that you plan to take within the next 30 minutes. You can receive an omen as if you had cast the augury spell. The omen manifests as whisperings from your spirits perceptible only to you. | Max of 1 Supernatural Origin per character | VRGR | |
| Mist Walker | 1 | No | Dark Gift – Origin | 25 | No | The Mists grip all who tread the Domains of Dread, but you know how to slip through their grasp. You can navigate the Mists successfully given enough time and a little luck, but this freedom comes with a price; if you remain in one area for too long, the Mists find you and drain your life force. Roll on or choose an option from the Misty Travels table to determine how you developed this Dark Gift. Additionally, you gain the traits that follow. Misty Travels d4 Origin 1 You learned a secret about the nature of the Mists. Ever since, you can manipulate them, but the lands you walk have turned against you. 2 You fled into the Mists to escape someone or something that’s hunting you. You can never rest for long, knowing you’re still being pursued. 3 You’re part of an organization, a family, or an itinerant community with experience traveling the Mists. They taught you how to do the same. 4 The Mists stole you from your home and fractured your memories of where you’re from. You’ve been on a quest to find your way back ever since. Misty Step. You can cast the misty step spell, requiring no spell slot, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice when you gain this Dark Gift). If you have spell slots of 2nd level or higher, you can cast this spell with them. Mist Traveler. When you enter the Mists intent on reaching a specific domain, you are treated as if you possess a Mist talisman keyed to that domain. To use this trait, you must know the name of the domain you have chosen as your destination, but you don’t need to have previously visited that land. This trait doesn’t allow you to bypass domain borders closed by a Darklord’s will. Poisoned Roots. When you finish a long rest, the world around you in a 10-mile radius becomes a siphon that will eventually leech away your vitality. You can remain in the area safely for a number of weeks equal to your Constitution modifier (minimum of 1 week). Thereafter, each time you finish a long rest in the area, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion that can’t be removed while you remain in the area. | Max of 1 Supernatural Origin per character | VRGR | |
| Second Skin | 1 | No | Dark Gift – Origin | 25 | No | There is another side of you that most people never see. When you show this side of yourself, you might become another person entirely, a celestial-like avenger, or a walking nightmare. Whatever the specifics of this form, it exaggerates some drive or hidden nature within you. Roll on or choose an option from the Second Form table to determine this other side of yourself. Additionally, you gain the traits that follow. Second Form d6 Form 1 An exaggerated version of your own form 2 Hybrid form of humanoid and beast 3 An angelic, a demonic, or an aberrant form 4 A vaguely human-shaped creature made of slime 5 A fey-like shape, either brooding or passionate 6 A body constructed of metal, stone, or machinery Transformation. You can cast the alter self spell to appear in your second form. When you do so, you gain the effects of that spell’s Change Appearance option and cannot end it to gain the benefits of a different option. Casting alter self in this way requires no spell slot, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice when you gain this Dark Gift). If you have spell slots of 2nd level or higher, you can cast this spell with them. When you cast alter self using this feature, some cosmetic aspect of your second form remains after the spell ends. This visibly marks you unless you actively hide or disguise it. The mark is a perceptible change such as scaly skin, stunted wings, eyes without pupils, or horns. The mark fades after you finish a long rest. Involuntary Change. Certain circumstances can activate your Dark Gift. After you experience this catalyst, at the start of your next turn you must succeed on a DC 15 Charisma saving throw or use your action to cast alter self as described in the Transformation trait, even if you have already used it. Roll on or choose an option from the Change Catalyst table to determine what triggers your involuntary change. Change Catalyst d6 Catalyst 1 Seeing a particular phase of the moon 2 The smell of a certain type of flower 3 The sound of ringing temple bells 4 Hearing a particular melody 5 Touching pure silver with your bare skin 6 Seeing someone resembling a specific individual | Max of 1 Supernatural Origin per character | VRGR | |
| Symbiotic Being | 1 | No | Dark Gift – Origin | 200 | No | Entwined Existence. Your symbiote is a separate entity with its own physical form bound to yours. It isn’t a separate creature and relies on you to survive. It has Intelligence, Wisdom, and Charisma scores. Roll 4d6 for each score, ignoring the lowest roll and totaling the rest. The symbiote can see and hear using your senses. The symbiote speaks, reads, and understands two languages; one that you speak, as well as one appropriate to its nature. Choose one of the following skills: Arcana, Deception, History, Intimidation, Insight, Investigation, Nature, Religion, Perception, or Persuasion. You gain proficiency in that skill if you don’t already have it, representing the symbiote’s counsel and guidance. If you die, so does your symbiote. If you are subsequently returned to life, your symbiote revives as well. Sustained Symbiosis. (1/LR) Your symbiote has a vested interest in your survival and takes steps to ensure it. When you fail a saving throw, you can choose to have your symbiote expend one of your Hit Dice to roll it and add the number rolled to the saving throw, potentially turning the failure into a success. If it uses this feature on a death saving throw, you succeed on the save and regain 1 hit point regardless of the number rolled on the d20. Once you succeed on a saving throw due to this trait, the symbiote can’t use it again until you finish a long rest. Symbiotic Agenda. Your symbiote has an agenda that drives it, and it expects you to assist it in achieving those goals. How permissive or patient it is in resolving its agenda depends on its personality. If you have an opportunity to advance its agenda and don’t act on it, the symbiote can try to force your hand. You must succeed on a Charisma saving throw (DC 12 + the symbiote’s Charisma modifier) or be charmed by the symbiote for 1d12 hours. While charmed, you must try to follow the symbiote’s commands. If you take damage that is not self-inflicted, you can repeat the saving throw, ending the effect on a success. | Max of 1 Supernatural Origin per character Has to be arranged for with a Nexus DM of choice. The Dm decides the nature of the symbiote and its agenda. | VRGR | |
| Lifelong Companion | 1 | No | Supernatural Origin | 100 | No | Behind many heroes is another hero whose greatness comes from the support and love they offer. Haktos had his beloved Perynes, Renata was accompanied by her servant Karados, and Siona sailed with her devoted crew. Like these partners, you are great and make others great. Consider the Companion Relationships table when determining your legendary connection. Any relationship with another player’s character requires that player’s consent. Additionally, you gain the following traits. Boon Aura. Your allies within 5 feet of you have advantage on saving throws against being frightened or charmed, provided you aren’t incapacitated. Companion’s Protection. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to cause the attack to hit you instead. Once you use this trait, you can’t do so again until you finish a long rest. Companion Relationships d6 Relationship 1 Another character is my lover or dearest friend. 2 Another character is my sibling. 3 Another character is my parent or child. 4 Another character is a champion of my god. 5 After admiring another character from afar, I’ve finally won a position by their side. 6 I want nothing more than for another character to recognize my devotion and love me in return. | Max of 1 Supernatural Origin per character | MOT | |
| Echoing Soul | 1 | No | Dark Gift – Origin | 150 | No | Your soul isn’t your own or, at least, it wasn’t always yours. Whether you’ve lived past lives, your soul was swapped into a different body, or you have a link connecting you to another being, you experience echoes from another life. These echoes grant you knowledge, talents, or even languages you can’t always explain, but they also intrude on your perceptions and beliefs unexpectedly. Roll on or choose an option from the Soul Echoes table to determine the nature of this Dark Gift. Additionally, you gain the traits that follow. Soul Echoes d6 Echo 1 My soul is linked with that of a person elsewhere, perhaps another domain, world, or plane. 2 I have lived many times before, my soul reincarnating each time I die rather than passing on. 3 My consciousness was removed from my original body and implanted in this one. 4 I was physically and spiritually merged with another being. 5 I share my body with an intangible, otherworldly force. 6 Time fractures around me, and I sometimes collide with my own past or future. Channeled Prowess. You gain proficiency in two skills of your choice. Inherent Tongue. You can speak, read, and write one additional language of your choice. Intrusive Echoes. Immediately after you make an attack roll, an ability check, or a saving throw and roll a 1 on the d20, your soul’s memories emerge and overtake your perceptions and experiences. You might see people around you as someone other than who they are, or you become disoriented by a double-experience of the world around you. Roll on the Intrusive Echoes table to determine the effect of these vivid memories and perceptions. Once one of effects occur, these intrusive echoes can’t manifest again until you finish a short or long rest. Intrusive Echoes d6 Effect 1 You are charmed by a creature you can see (of the DM’s choice) for 1 minute or until the creature damages you. 2 You are frightened by a creature you can see (of the DM’s choice) for 1 minute, or until the creature damages you. 3 You perceive another time or place around you until the end of your next turn. During this time, you are blinded to your actual surroundings. 4 You perceive a different time or place overlapping your surroundings. Your speed is halved until the end of your next turn. 5 Memories and sensations overwhelm you. You are incapacitated until the start of your next turn. 6 Your memory is one of triumph. You can reroll the ability check, attack roll, or saving throw that you just made. You must use the new roll. | Max of 1 Supernatural Origin per character | VRGR | |
| Living Shadow | 1 | No | Dark Gift – Origin | 150 | No | The shadow you cast is animate and ever-present, even when lighting conditions would otherwise prevent it. Your shadow occasionally moves out of sync with you. Sometimes it appears to be undertaking random but mundane tasks, while at other times it acts out your darker impulses, threatening or even attacking other shadows. With effort, you can bend this shadow puppetry to your will. Roll on or choose an option from the Shadow Quirk table to determine how your living shadow behaves. Additionally, you gain the traits that follow. Shadow Quirk d6 Quirk 1 My shadow often holds weapons or bears wounds that don’t exist. 2 When I’m distracted, my shadow panics and tries to get other people’s attention, as if it’s desperate to escape me. 3 When it’s not being watched, my shadow makes threatening gestures or creeps toward people. 4 My shadow’s movements mirror mine incorrectly—when I raise my left hand, my shadow moves its right. 5 My shadow fiddles with or occasionally breaks Tiny, nonmagical objects. 6 There’s a slight but noticeable delay between my movements and those of my shadow. Grasping Shadow. You learn the mage hand cantrip if you don’t already know it, and require no components to cast it. The hand created by the spell is shadowy but is not bound to your actual shadow. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice when you gain this Dark Gift). Shadow Strike. When you make a melee attack roll, you can increase your reach for that attack by 10 feet. Your shadow stretches and delivers the attack as if it were you. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Ominous Will. Immediately after you make an attack roll, an ability check, or a saving throw and roll a 1 on the d20, your shadow exerts a will of its own and might assist or hinder you or those around you. The next time you or a creature within 30 feet of you that you can see makes an attack roll, an ability check, or a saving throw, roll a d4. If the number is odd, reduce the total by the number rolled. If the number is even, increase the total by the number rolled. Once this effect occurs, it can’t happen again until you finish a short or long rest. | Max of 1 Supernatural Origin per character | VRGR | |
| Watchers | 1 | No | Dark Gift – Origin | 100 | No | Something is always watching you and draws ethereal spirits that take the form of creatures made of shadowstuff, usually in the shape of Tiny beasts, that follow you and gather in your general vicinity. These creatures act like normal examples of their kind, but their behavior suggests a hint of malice. No matter what precautions you take, you can’t permanently drive these spirits away. They always return, wait just beyond the reach of deterrents, or later crawl out of your clothes and equipment. Roll on or choose an option from the Watchers table to determine what sorts of forms the spirits typically take when they follow you. Watchers d8 Watchers 1 Carrion Eaters. Jackals, ravens, vultures 2 Inescapable Judgments. Animate tools of punishment, drifting eyeballs, religious iconography 3 Night Wings. Bats, moths, owls 4 Plague Carriers. Fleas, rats, squirrels 5 Unnatural Observers. Animate objects, clockwork devices, otherworldly voyeurs 6 Sea Skulkers. Crabs, eels, jellyfish 7 Stray Souls. Ghost orbs, shadows, ectoplasmic wisps 8 Venomous Vermin. Scorpions, serpents, spiders Borrowed Eyes. As an action, you can influence the presence guiding the watchers for 1 hour. For the duration, you gain advantage on Intelligence (Investigation) and Wisdom (Perception) checks, and you can’t be blinded. Once you use this feature, you can’t use it again until you finish a long rest. Dread Presence. You have disadvantage on Charisma (Deception), Charisma (Performance), and Charisma (Persuasion) checks made against creatures that can see the watchers, and you have disadvantage on saving throws made against the scrying spell. You can temporarily disperse or hide the watchers with some effort. With 1 minute of work and a successful DC 15 Charisma (Animal Handling) check, you can suppress your Borrowed Eyes and Dread Presence for 1 hour. Once you successfully suppress these features, you can’t do so again until you finish a long rest. | Max of 1 Supernatural Origin per character | VRGR | |
| Doppelganger | 1 | No | Character Secret | 325 | No | I’m a shapechanger. I have none of the traits of the race I’m imitating, but I retain my class features, background, and alignment. I have darkvision out to a range of 60 feet. I can use an action to do either of the following at will: I can innately cast detect thoughts, requiring no components. My spellcasting ability is Intelligence. The spell’s Wisdom save DC is 8 + my proficiency bonus + my Intelligence modifier. I can polymorph into any humanoid I have seen or back into my true form. My statistics, other than my size, don’t change. Any equipment I’m wearing or carrying isn’t transformed. I revert to my true form when I die. | Max of 1 Supernatural Origin per character | IDRotF | |
| Anvilwrought | 1 | No | Supernatural Origin | 350 | No | You were forged in the fires of Purphoros’s forge. Your appearance bears a metallic sheen and visible joints. The Anvilwrought Characteristics table suggests details of your life or origins. Additionally, you gain the following traits. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. Sentry’s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. Anvilwrought Characteristics d6 Characteristic 1 An oread who works in Purphoros’s forge is the closest thing I have to a parent. 2 Purphoros made me to serve him. 3 I was created decades ago and, fearing that I’m growing obsolete, recently fled Mount Velus. 4 Purphoros regrets my creation and wants to reforge me into something better. 5 Purphoros intended me to carry on his work by making even greater creations of my own. 6 Someone in Mount Velus implanted a terrible secret within me in order to smuggle it out into the world. | Max of 1 Supernatural Origin per character | MOT | |
| Heroic Destiny | 1 | No | Supernatural Origin | 250 | No | Great deeds lie in your future, and it will take extraordinary effort to kill you before you accomplish those deeds. Choose or roll a random destiny using the Heroic Destiny table. Additionally, you gain the following traits. Defy Death. You have advantage on death saving throws. Hard to Kill. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t use it again until you finish a long rest. Heroic Destiny d6 Destiny 1 I’m destined to be the most skilled practitioner of a craft or trade. 2 I’m destined to earn a place among the stars of Nyx. 3 I’m destined to become a god. 4 I’m destined to liberate my beloved from the clutches of the Underworld. 5 I was born while a kraken ravaged Meletis, and I’m destined to destroy that kraken. 6 I’m destined to uncover the secret of the gods’ power. | Max of 1 Supernatural Origin per character | MOT | |
| Hollow One | 1 | No | Supernatural Origin | 400 | No | As a Hollow One, the void left behind by your departed soul is filled with the strange magic of Blightshore. Becoming a Hollow One is a supernatural gift that bestows upon you the following traits. Ageless. You don’t age, and effects that would cause you to age don’t work on you. Cling to Life. When you make a death saving throw and roll 16 or higher, you regain 1 hit point. Revenance. You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type. Unsettling Presence. As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can’t be frightened are immune to this feature. Once you use this feature, you can’t use it again until you finish a long rest. | Max of 1 Supernatural Origin per character | EGW | |
| Nyxborn | 1 | No | Supernatural Origin | 350 | No | Born from the minds of the gods, the creatures that populate the gods’ realm are called Nyxborn. Nyxborn creatures resemble mortal beings, but philosophers debate their true character. Are they idealized forms of mortal beings, free from the imperfections and transience that causes mortals to suffer and die? Or are they hollow and soulless shades, lacking the authenticity and pathos that make mortal existence worthwhile? A Nyxborn is like a fragment of divinity, an idea or a dream that is incarnate. You embody an idea—like the way leaves turn toward the sun or the feeling of ocean sand between the toes, the way the heart stirs when the tide of battle changes or the sadness that lingers when remembering a happy moment of childhood. These ideas, dreams, memories, and feelings are the stuff Nyx is made of, and a Nyxborn is shaped from that raw material. You might have been specifically crafted by one of the gods to serve a certain purpose. Or your existence could be an accident caused by a confluence of supernatural forces. The Nyxborn Origin table offers a handful of suggestions that might explain how you came to be, and the Nyxborn Quirks table describes some special effects that might linger around your person. Additionally, you gain the following traits. Cloak of Stars. As an action, you wrap yourself in a starry cloak, appearing like a silhouette formed of the night sky. When you do, attack rolls have disadvantage against you. This cloak lasts for 1 minute, until you doff it (no action required), or until you die. Once you use this trait, you can’t use it again until you finish a long rest. Nyxborn Resistance. You have resistance to necrotic and radiant damage. Nyxborn Origin d6 Origin 1 One of my parents is a Nyxborn, a nymph, or some other supernatural creature. 2 I was formed from Nyx by one of the gods to serve as a divine emissary. 3 I’m a side effect of some other divine action. 4 A god witnessed my birth, making me what I am. 5 I was rescued from the Underworld and took on supernatural characteristics when I returned to life. 6 I’m a song or other work of art brought to life. Nyxborn Quirks d6 Quirk 1 Whenever my weapon strikes something, the weapon gives off a shower of starry sparks. 2 My hair moves as if in a perpetual breeze. 3 My anger smells like burning autumn leaves. 4 When the sun shines on me just so, I glimmer with many colors. 5 My laughter causes nearby birds to erupt in song. 6 People who sleep near me always dream of the sea. | Max of 1 Supernatural Origin per character | MOT | |
| Touch of Death | 1 | No | Dark Gift – Origin | 300 | No | Your touch is pain, harming whoever you come in contact with. The deathly power within you is beyond your control, afflicting any who touch your bare skin. By the same token, you can deliver death to your enemies with your touch. Roll on or choose an option from the Deadly Touch table to determine how this Dark Gift presents itself. Additionally, you gain the traits that follow. Deadly Touch d6 Manifestation 1 Your body is alchemically or biologically altered, infusing you with deadly chemicals. 2 The magic of a slighted druid or fey makes small plants wither and insects die in your presence. 3 You’re the harbinger of a grim prophecy. Any creature your touch damages is marked with a temporary scar of a group, fiend, deity, or other force that takes an interest in you. 4 You survived a near-death experience—but shouldn’t have. Ever since, death and ill omens follow you. 5 You are out of sync with time or reality. Anything you touch is warped by the distortion. 6 Every time you touch a creature, you hear the laughter of someone you once harmed. Death Touch. You can focus your deadly touch against your foes. As an action, make one unarmed strike. On a hit, the target takes an additional 1d10 necrotic damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Inescapable Death. When you hit a target with an attack roll and deal necrotic damage, you ignore the target’s resistance to that damage. Withering Contact. When you start your turn grappling a creature or grappled by it, the creature takes 1d10 necrotic damage. | Max of 1 Supernatural Origin per character | VRGR | |
| Charm of Bounty | 1 | No | Charm | 50 | No | This charm has 3 charges. As an action, you can expend 1 of the charm’s charges to cast the create food and water spell, requiring no components. Once all its charges have been expended, this charm vanishes from you. | Max 3 charms per character. Expended charges refresh upon entering the Nexus | IDRotF | |
| Charm of Cold Resistance | 3 | No | Charm | 100 | No | This charm allows you to give yourself resistance to cold damage as an action. This benefit lasts for 24 hours, after which the charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus | IDRotF | |
| Charm of Darkvision | 1 | No | Charm | 50 | No | This charm allows you to cast the darkvision spell as an action, no components required. Once used three times, the charm goes away. | Max 3 charms per character. You regain this charm each time you enter the Nexus | DMG | |
| Charm of Feather Falling | 4 | No | Charm | 50 | No | This charm grants you the benefits of a ring of feather falling. These benefits last for 10 days, after which the charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus | DMG | |
| Charm of Ruin | 2 | No | Charm | 50 | No | As an action, you can touch a nonmagical object, or a section of a larger nonmagical object, that fits in a 5-foot cube. The target is reduced to dust. Once used three times, the charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus | BMT | |
| Charm of Snowball Strike | 1 | No | Charm | 50 | No | This charm has 5 charges. As a bonus action, you can expend 1 of the charm’s charges to create a magical snowball in your hand and throw it. You must have a hand free to hold the snowball, or the charge is wasted. The snowball is a magic ranged weapon with which you are proficient. It has a normal range of 20 feet and a long range of 60 feet, it deals 1d4 cold damage on a hit, and it scores a critical hit on a roll of 19 or 20. If you score a critical hit with the snowball, the target is blinded until the end of its next turn. The snowball vanishes immediately after you hit or miss with it, or at the end of your turn if you don’t throw it. Once all its charges have been expended, this charm vanishes from you. | Max 3 charms per character. Expended charges refresh upon entering the Nexus | IDRotF | |
| Charm of the Crystal Heart | 4 | No | Charm | 100 | No | This charm grants you immunity to piercing and slashing damage from nonmagical attacks, but you gain vulnerability to bludgeoning damage. These effects last for 10 days, after which the charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | ToA | |
| Charm of the Ghoul | 2 | No | Charm | 75 | No | This charm allows you to use an action to eat a mouthful of flesh from a humanoid that has been dead no longer than 1 day. When you do, you regain 3d8 + 3 hit points. Once used three times, the charm goes away. | Max 3 charms per character. You regain this charm each time you enter the Nexus | ToA | |
| Charm of the Key | 2 | No | Charm | 75 | No | As a bonus action, you can touch a nonmagical melee weapon and imbue it with magic for 1 hour. For the duration, the weapon deals an extra 1d8 force damage on a hit and deals double damage to objects and structures. Once used three times, the charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus | BMT p62 | |
| Charm of the Ice Troll | 3 | No | Charm | 75 | No | This charm allows you to use your reaction when you take cold damage to reduce the damage to 0. You regain a number of hit points equal to half the cold damage you would have taken. Once you do so, the charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus | IDRotF/283 | |
| Charm of the Maimed | 4 | No | Charm | 100 | No | This charm allows you to regrow a lost appendage or organ, such as an arm, a foot, or an eye. After it is used once, the charm goes away. | Max 3 charms per character. You regain this charm each time you enter the Nexus | ToA, p167 | |
| Charm of the Mirage | 2 | No | Charm | 50 | No | This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus | CM, p12 | |
| Charm of the Slayer | 2 | No | Charm | 50 | No | One mundane sword in your possession becomes a dragon slayer or giant slayer (DM’s choice) for the next 9 days. The charm then vanishes from you and the weapon returns to normal. | Max 3 charms per character. You regain this charm each time you enter the Nexus Weapon reverts to its normal form upon entering the Nexus | DMG, p228 | |
| Charm of the Snow Walker | 3 | No | Charm | 75 | No | This charm has 3 charges. As an action, you can expend 1 of the charm’s charges to gain the following benefits for 24 hours: You and your allies within 15 feet of you ignore difficult terrain caused by snow or ice. You can see through areas heavily obscured by snow to a distance of 60 feet. You are immune to the effects of extreme cold, as described in the Dungeon Master’s Guide (though you gain no protection from cold damage). Once all its charges have been expended, this charm vanishes from you. | Max 3 charms per character. Expended charges refresh upon entering the Nexus. | IDRotF, p283 | |
| Charm of the Swollen Hag | 1 | No | Charm | 25 | No | This charm allows you to spit up a frog as an action. The frog understands you and obeys your commands. Once used three times, the charm goes away. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | ToA, p167 | |
| Charm of the Water Bearer | 1 | No | Charm | 25 | No | This charm allows you to create up to 1 gallon of fresh water, which fills one or more empty containers in your possession. You can do this up to thrice per day for 10 days, after which this charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | CM, p212 | |
| Charm of Treasure Sense | 1 | No | Charm | 25 | No | While this charm lasts, you can use an action to pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 30 feet of you. The effect lasts for 3 days, after which the charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | ToA, p167 | |
| Spell Gem (Quartz) | 2 | No | Item | 100 | No | Action to use, if you know the spell or if the spell is on your class’s spell list. A quartz spell gem can store up to 2nd level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5. | Purchasable only twice per character | OotA | |
| Fragment of Abhorrence | 1 | No | Fragment of Suffering | 50 | No | Benefit. Once on each of your turns when you hit a creature with a weapon attack roll, you can force the target to move up to 10 feet away from you in a direction of your choice. A creature that can’t be frightened is immune to this effect. Drawback. If you start your turn frightened, you take 2d6 psychic damage. | Max 1 Fragment of Suffering per character. | CRCotN, p214 | |
| Fragment of Attachment | 3 | No | Fragment of Suffering | 100 | No | Benefit. You can’t be frightened while within 10 feet of an ally. If you’re already frightened and move within 10 feet of an ally, the frightened condition ends on you. Drawback. You have disadvantage on Wisdom and Charisma saving throws while you aren’t within 10 feet of an ally. | Max 1 Fragment of Suffering per character. | CRCotN, p214 | |
| Fragment of Deception | 4 | No | Fragment of Suffering | 50 | No | Benefit. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you make a damage roll or cast a spell. Drawback. You have disadvantage on Wisdom checks. | Max 1 Fragment of Suffering per character. | CRCotN, p214 | |
| Fragment of Despondence | 4 | No | Fragment of Suffering | 200 | No | Benefit. You are immune to the charmed condition. Drawback. You can’t take the Help action. | Max 1 Fragment of Suffering per character. | CRCotN, p214 | |
| Fragment of Intransigence | 6 | No | Fragment of Suffering | 400 | No | Benefit. Another creature can’t force you to move anywhere you don’t want to go. Drawback. You can’t take the Disengage or Dodge action. | Max 1 Fragment of Suffering per character. | CRCotN, p214 | |
| Fragment of Loathing | 3 | No | Fragment of Suffering | 150 | No | Benefit. When a creature damages you with a weapon attack or a spell, you can focus your hatred on that creature. Until the end of your next turn, you have advantage on attack rolls you make against the creature. You can focus your hatred on only one creature at a time. Drawback. You have disadvantage on Charisma checks. | Max 1 Fragment of Suffering per character. | CRCotN, p214 | |
| Fragment of Melancholy | 3 | No | Fragment of Suffering | 50 | No | Benefit. When you fail a Wisdom or Charisma saving throw, you can reroll it with advantage, potentially turning a failure into a success. After you use this benefit, you must finish a long rest before you can use it again. Drawback. If you use this fragment’s benefit and it doesn’t turn a failed saving throw into a success, you are incapacitated until the end of your next turn, overcome with despair. | Max 1 Fragment of Suffering per character. | CRCotN, p214 | |
| Fragment of Pity | 1 | No | Fragment of Suffering | 10 | No | Benefit. Each time you spend a Hit Die to regain hit points, you regain additional hit points equal to your proficiency bonus. Drawback. You have disadvantage on death saving throws. | Max 1 Fragment of Suffering per character. | CRCotN, p214 | |
| Fragment of Rancor | 2 | No | Fragment of Suffering | 50 | No | Benefit. When you hit a creature with an attack, you can choose to deal either an extra 2d6 psychic damage to the creature or 4d6 psychic damage to each other creature within 5 feet of it. After you use this benefit, you must finish a short or long rest before you can use it again. Drawback. Whenever you are not unconscious and fail a saving throw, you take 2d6 psychic damage. | Max 1 Fragment of Suffering per character. | CRCotN, p214 | |
| Blessing of the Morninglord | 1 | No | Blessing | 10 | No | You gain 10 temporary hit points each day at dawn. | Max 1 blessing per character. | IDRotF, p119 | |
| Blessing of Weapon Enhancement | 2 | No | Blessing | 10 | No | One nonmagical weapon in your possession becomes a +1 weapon whenever you wield it. | Max 1 blessing per character. | DMG/228 | |
| The Blessed of Corellon | 1 | No | Other | 6.9 (7) | No | The rarest of these blessed elves can change their sex whenever they finish a long rest-a miracle celebrated by elves of all sorts except drow. Dark elves find this ability to be terrifying and characterize it as a curse, for it could destabilize their entire society. If Corellon’s blessing manifests in a drow, that elf usually flees to the surface world to seek shelter among those dedicated to Corellon. | Counts as a blessing. Max 1 blessing per character. Racial restriction is removed. | MTF, p45 | |
| Azorius Charm | 2 | No | Charm | 100 | No | When you activate this charm, you can cast the hold person (3rd-level version), command, or counterspell spell. The charm vanishes after you activate it. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | GGR, p173 | |
| Boros Charm | 2 | No | Charm | 100 | No | When you activate this charm, you can cast the crusader’s mantle or haste spell. Alternatively, you can cast the guiding bolt spell, and if it hits, you regain a number of hit points equal to the damage it deals. The charm vanishes after you activate it. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | GGR, p173 | |
| Charm of Animal Conjuring | 2 | No | Charm | 150 | No | This charm allows you to cast the conjure animals spell (3rd-level version) as an action. Once used three times, the charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | DMG, p228 | |
| Charm of Biting Cold | 2 | No | Charm | 150 | No | This charm has 3 charges. As a bonus action, you can expend 1 of the charm’s charges to wreathe your weapon attacks with biting cold for 1 minute. Until this effect ends, you deal an extra 1d6 cold damage when you hit with a melee or ranged weapon attack. Once all its charges have been expended, this charm vanishes from you. | Max 3 charms per character. Expended charges refresh upon entering the Nexus. | IDRotF, p283 | |
| Charm of Euryale | 4 | No | Charm | 175 | No | As an action, you can unleash a petrifying wave of magic from your eyes in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature has the petrified condition for 1 hour. On a successful save, a creature is partially turned to stone and has the restrained condition. A restrained creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. Once you use this charm, it vanishes from you. | Max 3 charms per character. Expended charges refresh upon entering the Nexus. | BMT p62 | |
| Charm of Heroism | 2 | No | Charm | 50 | No | This charm allows you to give yourself the benefit of a potion of heroism as an action. Once you do so, the charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | DMG, p228 | |
| Charm of the Comet | 2 | No | Charm | 100 | No | As an action, you can force a creature you can see within 60 feet of you to focus on you. For 1 minute, creatures other than you and the target are invisible to the target. The effect ends if any creature other than you damages the target or forces the target to make a saving throw. Once used three times, the charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | BMT p62 | |
| Charm of the Creeping Hand | 3 | No | Charm | 75 | No | Once per turn, when you hit a creature with an attack roll using a weapon or an unarmed strike, you can infuse your strike with life-stealing energy. Your attack then deals an extra 1d10 necrotic damage, and you gain 5 temporary hit points. Once used five times, the charm vanishes. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | VNotEE | |
| Charm of the Donjon | 3 | No | Charm | 75 | No | You can cast Otiluke’s Resilient Sphere, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | BMT p62 | |
| Charm of the Eldritch Eye | 2 | No | Charm | 50 | No | You can cast Clairvoyance as an action, without using a spell slot and requiring no material components. Once used three times, the charm vanishes. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | VNotEE | |
| Charm of the Fool | 4 | No | Charm | 100 | No | You can cast Major Image, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). When you cast the spell in this way, it lasts its full duration with no concentration required. Once used three times, the charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | BMT p62 | |
| Charm of the Jester | 2 | No | Charm | 50 | No | You can cast Tasha’s Hideous Laughter, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | BMT p62 | |
| Charm of the Moon | 5 | No | Charm | 200 | No | As an action, you make a minor wish. When you do, you create the effects of a spell of 5th level or lower. The spell takes effect as part of this action and requires no spell components. Your Intelligence, Wisdom, or Charisma is the spellcasting ability for this spell (your choice). Once you use this charm, it vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | BMT p62 | |
| Charm of the Puzzle | 2 | No | Charm | 75 | No | You can cast Hypnotic Pattern, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | BMT p62 | |
| Charm of the Star | 4 | No | Charm | 125 | No | You can cast Enhance Ability, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). When you cast the spell in this way, it lasts its full duration with no concentration required. Once used three times, the charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | BMT p62 | |
| Charm of the Storm | 2 | No | Charm | 125 | No | You become charged with the power of the storm, to the extent that tiny sparks crackle in your eyes. You can cast the lightning bolt spell (3rd-level version) as an action. Once used three times, the charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | DIP, p41 | |
| Golgari Charm | 2 | No | Charm | 75 | No | When you activate this charm, you can cast the dispel magic, false life (3rd-level version), or stinking cloud spell. The charm vanishes after you activate it. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | GGR, p174 | |
| Izzet Charm | 3 | No | Charm | 125 | No | When you activate this charm, you can cast the dispel magic or lightning bolt spell. Alternatively, as an action, you can regain one expended spell slot of 3rd level or lower. The charm vanishes after you activate it. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | GGR, p173 | |
| Joho’s Charm | 3 | No | Charm | 75 | No | While you have Joho in your possession, it grants you the benefit of a helm of comprehending languages. This benefit lasts for 7 days while the doll is in your possession, after which the charm vanishes from you. The doll is a Tiny construct. Destroying the doll causes the child’s soul within it to become trapped in the Soulmonger. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | ToA, p179 | |
| Rakdos Charm | 2 | No | Charm | 75 | No | When you activate this charm, you can cast the crown of madness, hellish rebuke, or shatter spell. The charm vanishes after you activate it. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | GGR, p174 | |
| Simic Charm | 2 | No | Charm | 75 | No | When you activate this charm, you can cast the enhance ability (3rd-level version), enlarge/reduce, or gaseous form spell. The charm vanishes after you activate it. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | GGR, p173 | |
| Spell Gem (Bloodstone) | 3 | No | Item | 150 | No | Action to use, if you know the spell or if the spell is on your class’s spell list. A bloodstone spell gem can store up to 3rd level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of +7. | Purchasable only once per character | OotA | |
| Spell Gem (Amber) | 3 | No | Item | 200 | No | Action to use, if you know the spell or if the spell is on your class’s spell list. An amber spell gem can store up to 4th level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of +9. | Purchasable only once per character | OotA | |
| Spell Gem (Jade) | 4 | No | Item | 250 | No | Action to use, if you know the spell or if the spell is on your class’s spell list. A jade spell gem can store up to 5th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +9. | Purchasable only once per character | OotA | |
| Cult of Yeenoghu | 2 | No | Cult Gift | 75 | No | Gnashing Jaws. Melee Weapon Attack: bonus to hit equal to this creature’s proficiency bonus plus its Strength modifier, reach 5 ft., one target. Hit: 1d4 + this creature’s Strength modifier piercing damage. Rampage. When this creature reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make one Gnashing Jaws attack. | Max of 1 Cult per Character | MPMM p270 | |
| Cult of Atropus, the World Born Dead | 3 | No | Cult Gift | 100 | No | Gaze of Corruption (Recharge 6). As an action, you target one creature you can see within 30 feet. The target must succeed on a Constitution saving throw against your spell save DC or take 16 (3d10) necrotic damage and be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | Max of 1 Cult per Character | MTF p21 | |
| Cult of Baphomet | 5 | No | Cult Gift | 150 | No | Labyrinthine Recall. This creature can perfectly recall any path it has traveled. Unerring Tracker. As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current distance and direction to the target if it is on the same plane of existence. The link ends if this creature is incapacitated or if it uses this ability on a different target. | Max of 1 Cult per Character | MPMM p58 | |
| Cult of Graz’zt | 4 | No | Cult Gift | 150 | No | Joy from Pain. Whenever this creature suffers a critical hit, it can make one melee weapon attack as a reaction. Master of Pleasures. As a reaction when this creature takes damage, it can magically grant 5 temporary hit points to itself and up to three allies within 30 feet of it. | Max of 1 Cult per Character | MPMM p148 | |
| Cult of Tharizdun, the Chained God | 3 | No | Cult Gift | 100 | No | Tharizdun’s Spark (Recharge 6). As a bonus action, you touch a simple or martial weapon or a natural weapon, if you have one. The next creature hit by the touched weapon must succeed on a DC15 Wisdom saving throw or have disadvantage on all ability checks. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success. | Max of 1 Cult per Character | MTF p237 | |
| Demonic Boon of Nalfeshnee | 4 | No | Demonic Boon | 150 | No | Guarded Mind. This creature is immune to the frightened condition. | Max of 1 Demonic Boon per Character | MTF p32 | |
| Dark Gift of Sykane, the Soul Hungerer | 5 | No | Dark Gift | 200 | No | Sykane’s gift is the power to raise the recently deceased. This dark gift allows its beneficiary to cast the raise dead spell as an action. After it has been used three times, the dark gift vanishes. As soon as this dark gift is received, the beneficiary’s eyes glow a sickly yellow until the dark gift vanishes. The beneficiary also gains the following flaw: “If I help someone, I expect payment in return.” | Max 1 dark gift per character. You regain this gift each time you enter the Nexus. | CoS, p192 | |
| Dark Gift of Zrin-Hala, the Howling Storm | 3 | No | Dark Gift | 150 | No | Zrin-Hala’s gift is the power to create lightning. This dark gift allows its beneficiary to cast the lightning bolt spell as an action. After it has been used three times, the dark gift vanishes. As soon as this dark gift is received, one side of the beneficiary’s face sags and loses all feeling. | Max 1 dark gift per character. You regain this gift each time you enter the Nexus. | CoS, p192 | |
| Dark Gift of Drizlash, the Nine-Eyed Spider | 3 | No | Dark Gift | 100 | No | Drizlash’s gift is the power to walk on walls and ceilings. This dark gift allows its beneficiary to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. The beneficiary of this dark gift grows an extra eye somewhere on its body. The eye is blind and ever open. | Max 1 dark gift per character. You regain this gift each time you enter the Nexus. | CoS, p192 | |
| Tongue of the dragon | 1 | No | Draconic Gift | 75 | No | You gain some of the majestic presence of a dragon. Dragon’s Speech. You can speak, read, and write Draconic. Dragon’s Voice. As a bonus action, you can make your voice audible up to 300 feet away for 1 minute. Dragon’s Wiles. You have advantage on Charisma (Persuasion) checks. | Max 1 Draconic Gift per character. | FTD, p28 | |
| Acheron | 4 | No | Planar Influence | 300 | No | Creatures influenced by Acheron have rough, scarred skin that resembles armor or pitted metal. Battle Lust. Whenever the creature reduces another creature to 0 hit points with a melee attack on its turn, it gains 10 temporary hit points, and it can take a bonus action to move up to its speed without provoking opportunity attacks. Corrosive Death. When the creature drops to 0 hit points, it turns into a pile of rust. Any equipment it was wearing or carrying is unaffected. Pack Tactics. The creature has advantage on an attack roll against a target if at least one of the creature’s allies is within 5 feet of the target and the ally doesn’t have the incapacitated condition. | Max of 1 Planar Influence per Character | MPP p6 | |
| Arborea | 3 | No | Planar Influence | 200 | No | Creatures influenced by Arborea change color to match the season, and their eyes glint with vibrant hues. Merry Music. Whenever the creature casts a spell or makes a spell attack, the faint sound of merry music can be heard by it and those affected by its magic. Recklessness. At the start of its turn, the creature can gain advantage on attack rolls during that turn, but attack rolls against the creature have advantage until the start of its next turn. | Max of 1 Planar Influence per Character | MPP p6 | |
| Gehenna | 3 | No | Planar Influence | 200 | No | Creatures influenced by Gehenna appear haggard and have long, crooked limbs. Treasure Sense. The creature can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of itself. Vitality Theft. An invisible, magical aura surrounds the creature. Whenever another creature regains hit points within 5 feet of the creature, half of those regained hit points (rounded down) go to the creature generating the aura instead. | Max of 1 Planar Influence per Character | MPP p6 | |
| Mechanus | 3 | No | Planar Influence | 100 | No | Creatures influenced by Mechanus have angular, symmetrical features, and their skin gains a metallic sheen. Lightning Rod. Lightning damage can’t reduce the creature below 1 hit point. Whenever the creature takes lightning damage, one other creature within 5 feet of it (determined randomly) takes half as much damage. Structural Repair (1/Day). After being in continuous physical contact with a nonmagical object for 1 minute, the creature can magically repair the object as though it had cast a mending spell on it. | Max of 1 Planar Influence per Character | MPP p6 | |
| The Nine Hells | 4 | No | Planar Influence | 150 | No | Creatures influenced by the Nine Hells gain devilish features, such as horns, a forked tail, or the faint odor of sulfur or smoke. Flames of the Nine. Whenever the creature deals bludgeoning, piercing, or slashing damage, it can change the damage type to fire. Viper Nest. When the creature dies, its body disgorges a swarm of poisonous snakes in the same space. | Max of 1 Planar Influence per Character | MPP p6 | |
| Pandemonium | 2 | No | Planar Influence | 100 | No | A creature influenced by Pandemonium appears as though it were exposed to cold air for a long time, its skin dry and cracked. Its hair might blow in a phantom wind. Hindering Winds. Cold winds sweep around the creature. Any other creature that enters a space within 20 feet of the creature or starts its turn there has its flying speed halved until the start of its next turn. Wailing Screams. Whenever the creature casts a spell or makes a spell attack, the faint sound of crying and screams can be heard by it and those affected by its magic. | Max of 1 Planar Influence per Character | MPP p6 | |
| Ysgard | 3 | No | Planar Influence | 150 | No | A creature influenced by Ysgard becomes hearty and muscular. Its scars always appear fresh. When the creature senses danger, it can’t help but express joy. Warrior’s Wrath. The creature has advantage on melee attack rolls against any target missing at least half its hit points. Ysgardian Stand (2/Day). If the creature has the prone condition at the start of its turn, it can, at that time, end the prone condition on itself and stand up without expending any movement. The creature can’t use this trait while it has the incapacitated condition. | Max of 1 Planar Influence per Character | MPP p6 | |
| Demonic Boon of Marilith | 4 | No | Demonic Boon | 300 | No | Serpentine Reaction. This creature can take an extra reaction each round, but this reaction can be used only to make an opportunity attack. | Max of 1 Demonic Boon per Character | MTF p32 | |
| Demonic Boon of Balor | 3 | No | Demonic Boon | 350 | No | Fiery Soul. This creature has resistance to fire damage. When it dies, it explodes; each creature within 10 feet of it takes fire damage equal to its number of Hit Dice. | Max of 1 Demonic Boon per Character | MTF p32 | |
| Spell Gem (Topaz) | 4 | No | Item | 300 | No | Action to use, if you know the spell or if the spell is on your class’s spell list. A topaz spell gem can store up to 6th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +10. | Purchasable only once per character | OotA | |
| Spell Gem (Star Ruby) | 5 | No | Item | 350 | No | Action to use, if you know the spell or if the spell is on your class’s spell list. A star ruby spell gem can store up to 7th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10. | Purchasable only once per character | OotA | |
| Spell Gem (Ruby) | 6 | No | Item | 400 | No | Action to use, if you know the spell or if the spell is on your class’s spell list. A ruby spell gem can store up to 8th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10. | Purchasable only once per character | OotA | |
| Charm of Balance | 3 | No | Charm | 150 | No | When a creature you can see within 60 feet of you damages you, you can use your reaction to deal an amount of force damage to that creature equal to half the damage you took. Once used three times, the charm vanishes from you. | Max 3 charms per character. Expended charges refresh upon entering the Nexus | BMT, p62 | |
| Dimir Charm | 3 | No | Charm | 100 | No | When you activate this charm, you can cast the blink or sleep (3rd-level version) spell. Alternatively, when you take damage, you can use your reaction to turn invisible and teleport up to 30 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. The charm vanishes after you activate it. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | GGR, p173 | |
| Charm of the Flames | 4 | No | Charm | 250 | No | As an action, you can summon two bearded devils. The summoned devils appear in unoccupied spaces within 60 feet of you, obey your commands, and can’t summon other devils. The devils take their turns immediately after yours on the initiative count. A summoned devil remains for 10 minutes, until it or you die, or until you dismiss one or both summoned devils as an action. Once used three times, the charm vanishes from you. | Max 3 charms per character. Expended charges refresh upon entering the Nexus | BMT, p62 | |
| Gruul Charm | 3 | No | Charm | 150 | No | When you activate this charm, you can cast the heroism or thunderwave spell (3rd-level versions). Alternatively, as a reaction when you miss with a weapon attack, you can make another attack against the target you missed. The charm vanishes after you activate it. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | GGR, p173 | |
| Charm of the Knight | 4 | No | Charm | 250 | No | As an action, you can summon two neutral good knights that are Celestials instead of Humanoids. The knights appear in unoccupied spaces within 60 feet of you and act as your allies. They take their turns immediately after yours on your initiative count. The knights remain for 10 minutes, until they or you die, or until you dismiss one or both of them as an action. Once used three times, the charm vanishes from you. | Max 3 charms per character. Expended charges refresh upon entering the Nexus | BMT, p62 | |
| Orzhov Charm | 3 | No | Charm | 200 | No | When you activate this charm, you can cast the bestow curse or fear spell. Alternatively, when a creature you can see within 30 feet of you is reduced to 0 hit points, you can use your reaction to have it drop to 1 hit point instead. The charm vanishes after you activate it. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | GGR, p174 | |
| Charm of Restoration | 4 | No | Charm | 200 | No | This charm has 6 charges. You can use an action to expend some of its charges to cast one of the following spells: greater restoration (4 charges) or lesser restoration (2 charges). Once all its charges have been expended, the charm vanishes from you. | Max 3 charms per character. Expended charges refresh upon entering the Nexus | DMG, p228 | |
| Charm of the Rogue | 4 | No | Charm | 150 | No | You can cast Mislead, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). When you cast the spell in this way, it lasts its full duration with no concentration required. Once used three times, the charm vanishes from you. | Max 3 charms per character. Expended charges refresh upon entering the Nexus | BMT, p62 | |
| Charm of the Sage | 3 | No | Charm | 75 | No | You can cast Divination, requiring no material components and using your Intelligence as the spellcasting ability. Once you cast the spell three times, the charm vanishes from you. | Max 3 charms per character. Expended charges refresh upon entering the Nexus | BMT, p62 | |
| Charm of the Skull | 5 | No | Charm | 150 | No | As a bonus action, you can transform into a deathly apparition. Your game statistics are replaced by those of a wraith, except for your alignment and personality; your Intelligence, Wisdom, and Charisma scores; and your passive Wisdom (Perception) score and languages. You don’t have the wraith’s Create Specter ability. Your equipment vanishes when you transform but returns when the transformation ends. The transformation lasts for 1 minute, until your wraith form is reduced to 0 hit points, or until you use a bonus action to end it. If the wraith form is reduced to 0 hit points and there is still damage left over, the remaining damage applies to your normal hit points. Once used three times, the charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | BMT, p62 | |
| Selesnya Charm | 2 | No | Charm | 100 | No | When you activate this charm, you can cast the aura of vitality or conjure animals spell. Alternatively, as an action, you can give up to three creatures of your choice within 30 feet of you resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. The charm vanishes after you activate it. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | GGR, p174 | |
| Strawbundle’s Charm | 3 | No | Charm | 250 | No | While you have Strawbundle in your possession, this charm allows you to cast the etherealness spell as an action, no components required. After it is used three times, the charm vanishes. The doll is a Tiny construct. Destroying the doll causes the child’s soul within it to become trapped in the Soulmonger. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | ToA, p179 | |
| Charm of the Traveler’s Haven | 5 | No | Charm | 250 | No | This charm has 3 charges. As an action, you can expend 1 of the charm’s charges to cast the Leomund’s tiny hut spell, no components required. Once all its charges have been expended, this charm vanishes from you. | Max 3 charms per character. Expended charges refresh upon entering the Nexus | IDRotF, p283 | |
| Charm of the Talons | 3 | No | Charm | 125 | No | As an action, you can cast Dispel Magic, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). If you successfully end any spells with it, you gain 1d6 temporary hit points for each spell level of the highest-level spell ended. Once used three times, the charm vanishes from you. | Max 3 charms per character. Expended charges refresh upon entering the Nexus | BMT, p62 | |
| Charm of Vitality | 6 | No | Charm | 200 | No | This charm allows you to give yourself the benefit of a potion of vitality as an action. Once you do so, the charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | DMG, p228 | |
| Charm of the Void | 3 | No | Charm | 150 | No | You can cast Banishment, requiring no material components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | ToA, p179 | |
| Cult of Mammon | 3 | No | Cult Gift | 100 | No | Grasping Hands (1/Short Rest). As a bonus action, this creature makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If this creature succeeds, one hand-held item of its choice that it can see on the target magically teleports to its open hand. The item can’t be one that the target is holding, and it must weigh no more than 10 pounds. Promise of Wealth (1/Short Rest). As a bonus action, this creature chooses one creature it can see. Up to five allies of its choice become convinced that the target carries great wealth. Until the end of this creature’s next turn, those allies gain advantage on all attack rolls against the target. | Max of 1 Cult per Character | MTF p21 | |
| Cult of Fierna | 3 | No | Cult Gift | 200 | No | Loyalty beyond Death 1/Short Rest). As a reaction when an ally this creature can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains temporary hit points equal to this creature’s Charisma score + half its number of Hit Dice. | Max of 1 Cult per Character | MTF p21 | |
| Cult of Haask, the Voice of Hargut | 3 | No | Cult Gift | 200 | No | Haask’s Presence (1/Long Rest). You transform into a Tiny, slug-like being and teleport onto the shoulder of a Humanoid that you can see within 30 feet. The targeted Humanoid must succeed on a Charisma saving throw vs your spell save DC or be charmed by you. While the target is charmed, you have control of it on the target’s next turn. At the end of that turn, you teleport to an unoccupied space you can see within 30 feet and return to your normal form. You can’t be targeted directly by any attack or other effect while you’re in the slug-like form, but you are subject to areas of effect as normal. | Max of 1 Cult per Character Cannot be used against Nexus Characters | MTF p237 | |
| Cult of Orcus | 4 | No | Cult Gift | 250 | No | Undying Soul (1/Short Rest). If this creature is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point. Aura of Death. This creature emanates a deathly aura that extends 30 feet in every direction from its space while it isn’t incapacitated. The aura is blocked by total cover. While in the aura, the creature and any friendly Undead are immune to the frightened condition and have resistance to radiant damage. Enemies have disadvantage on death saving throws while in the aura. | Max of 1 Cult per Character | MPMM p204 | |
| Cult of Dispater | 4 | No | Cult Gift | 200 | No | Infernal Insight (1/Short Rest). As a bonus action, this creature gains advantage on all ability checks and attack rolls it makes until the end of the current turn. Vexing Escape (1/Long Rest). As a reaction when this creature takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see. | Max of 1 Cult per Character | MTF p21 | |
| Cult of Tyranthraxus, the Flamed One | 4 | No | Cult Gift | 250 | No | Radiant Flames (1/Day). Multihued flame surround you for 1 minute, until you are incapacitated or die, or until you extinguish the flame (no action required). While inflamed, you have telepathy with a range of 30 feet, and you can teleport as a bonus action up to 30 feet to an unoccupied space you can see. In addition, every creature that starts its turn within 5 feet of you must make a Dexterity saving throw vs your spell save DC, taking 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one. | Max of 1 Cult per Character | MTF p237 | |
| Cult of Zuggtmoy | 5 | No | Cult Gift | 350 | No | Spore Kissed. This creature is immune to the charmed and frightened conditions. In addition, if it is reduced to 0 hit points, each creature within 10 feet of it takes poison damage equal to its number of Hit Dice. | Max of 1 Cult per Character | MPMM p281 | |
| Cult of Demogorgon | 2 | No | Cult Gift | 200 | No | Demogorgon’s followers are typically lone killers driven by the whispering voice of their master. His most blessed followers gain the Two Minds of Chaos trait. Two Minds of Chaos. This creature has advantage on all Intelligence, Wisdom, and Charisma saving throws. | Max of 1 Cult per Character | MPMM p90 | |
| Cult of Fraz-Urb’luu | 4 | No | Cult Gift | 250 | No | Liar’s Eye. This creature has advantage on Wisdom (Insight or Perception) checks. As a bonus action, the creature detects the location of all illusions and hidden creatures within 15 feet of it. | Max of 1 Cult per Character | MPMM p129 | |
| Blessing of Wound Closure | 3 | No | Blessing | 100 | No | This blessing grants you the benefits of a periapt of wound closure. | Max 1 blessing per character. | DMG, p228 | |
| Blessing of Protection | 3 | No | Blessing | 200 | No | You gain a +1 bonus to AC and saving throws | Max 1 blessing per character. | DMG, p228 | |
| Dark Gift of Fekre, Queen of Poxes | 4 | No | Dark Gift | 200 | No | Fekre’s gift is the power of spreading disease. This dark gift allows its beneficiary to cast the contagion spell as an action. After it has been used three times, the dark gift vanishes. The beneficiary of this dark gift reeks of filth. | Max 1 dark gift per character. You regain this gift each time you enter the Nexus. | CoS, p191 | |
| Dark Gift of Delban, the Star of Ice and Hate | 5 | No | Dark Gift | 300 | No | Delban’s gift is the power to unleash deadly cold. This dark gift allows its beneficiary to cast the cone of cold spell as an action. After it has been used seven times, the dark gift vanishes. Until it vanishes, the beneficiary also gains the benefits of a ring of warmth. The beneficiary of this dark gift gains the following flaw: “Fire terrifies me.” | Max 1 dark gift per character. You regain this gift each time you enter the Nexus. | CoS, p193 | |
| Dark Gift of Norganas, the Finger of Oblivion | 5 | No | Dark Gift | 200 | No | Norganas’s gift is the power to turn life into undeath. This dark gift allows its beneficiary to cast the finger of death spell as an action. After it has been used three times, the dark gift vanishes. When it vanishes, the beneficiary must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. This dark gift turns the beneficiary’s blood pitch black and viscid, like tar. | Max 1 dark gift per character. You regain this gift each time you enter the Nexus. | CoS, 193 | |
| Dark Gift of Seriach, the Hell Hound Whisperer | 4 | No | Dark Gift | 250 | No | Seriach’s gift is the power to summon and control hell hounds. As an action, the beneficiary of this dark gift can summon and control two hell hounds. Both hounds appear at the same time. The beneficiary can summon hounds only once, and the dark gift vanishes when they die. The beneficiary gains the ability to speak and understand Infernal, if he or she doesn’t already know the language. (The hell hounds understand no other language.) Sulfurous smoke issues from the beneficiary’s pores whenever he or she speaks Infernal. | Max 1 dark gift per character. You regain this gift each time you enter the Nexus. | CoS, p193 | |
| Dark Gift of Shami-Amourae, the Lady of Delights | 2 | No | Dark Gift | 200 | No | Shami-Amourae’s gift is the power of persuasion. This dark gift allows its beneficiary to cast the suggestion spell as an action, and saving throws against the spell have disadvantage. After it has been used three times, the dark gift vanishes. The beneficiary of this dark gift gains an extra finger on each hand, as well as the following flaw: “I can’t get enough pleasure. I desire others to create beauty for me at all times.” | Max 1 dark gift per character. You regain this gift each time you enter the Nexus. | CoS, p192 | |
| Dark Gift of Tarakamedes, the Grave Wyrm | 4 | No | Dark Gift | 300 | No | Tarakamedes’s gift is the power of flight. The beneficiary of this dark gift grows skeletal wings and gains a flying speed of 50 feet. The beneficiary of this dark gift must eat bones or grave dirt to survive. At dawn, if the creature has not eaten at least 1 pound of bones or grave dirt in the past 24 hours, it dies. | Max 1 dark gift per character. | CoS, p192 | |
| Dark Gift of Khirad, the Star of Secrets | 4 | No | Dark Gift | 150 | No | Khirad’s gift is the power of divination. This gift allows its beneficiary to cast the scrying spell as an action. After it has been used three times, the dark gift vanishes. The beneficiary’s voice becomes a low whisper, and its smile becomes cruel and evil. | Max 1 dark gift per character. You regain this gift each time you enter the Nexus. | CoS, p193 | |
| Dark Gift of Yrrga, the Eye of Shadows | 5 | No | Dark Gift | 300 | No | Yrrga’s gift is the power of true seeing. This dark gift grants its beneficiary the benefits of truesight out to a range of 60 feet. These benefits last for 30 days, after which the dark gift vanishes. The eyes of the beneficiary become starry voids until the dark gift vanishes. The beneficiary of this dark gift also gains the following flaw: “I believe that all life is pointless and look forward to death when it finally comes.” | Max 1 dark gift per character. You regain this gift each time you enter the Nexus. | CoS, p193 | |
| Draconic Senses | 3 | No | Draconic Gift | 150 | No | You gain keen senses like a dragon’s. Blindsight. You have blindsight to a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see invisible creatures within that range, unless the creatures successfully hide from you. Keen Senses. You have advantage on Wisdom (Perception) checks. | Max 1 Draconic Gift per character. | FTD, p28 | |
| Echo of Dragonsight | 3 | No | Draconic Gift | 50 | No | You have begun to extend your awareness beyond the single world of the Material Plane that is your home. You can cast contact other plane as a ritual. The entity you contact is a dragon on another world in the Material Plane, so its knowledge of your world might be limited. Also, this dragon is an echo of the dragon who is the source of the gift, which might affect its attitude and behavior toward you. | Max 1 Draconic Gift per character. | FTD, p28 | |
| Frightful Presence | 4 | No | Draconic Gift | 150 | No | Echoes of a dragon’s might linger around you, and you can call on them to inspire fear in those who stand against you. As a bonus action, you can manifest your frightful presence. Each creature of your choice that is within 120 feet of you and aware of you must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. A creature that fails becomes frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this ability a number of times equal to your proficiency bonus, you can’t use it again until you finish a long rest. | Max 1 Draconic Gift per character. | FTD, p28 | |
| Psionic Reach | 4 | No | Draconic Gift | 150 | No | The psionic energy of a gem dragon empowers your mind. You gain resistance to psychic damage. In addition, you learn the telekinesis spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can’t do so again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spellcasting ability is Intelligence, Wisdom, or Charisma when you cast the spell with this gift (choose when you gain the gift). | Max 1 Draconic Gift per character. | FTD, p28 | |
| The Abyss | 5 | No | Planar Influence | 400 | No | Creatures influenced by the Abyss gain demonic features, such as horns, scales, and black blood. Entropy of the Abyss. Whenever the creature deals bludgeoning, piercing, or slashing damage, it can change the damage type to necrotic. Poison Tolerant. The creature has advantage on saving throws it makes to avoid or end the poisoned condition on itself. Siege Monster. The creature deals double damage to objects and structures. | Max of 1 Planar Influence per Character | MPP p6 | |
| The Beastlands | 5 | No | Planar Influence | 300 | No | Creatures influenced by the Beastlands gain wilder or more animalistic features, such as larger eyes, thicker fur, or more prominent canine teeth. Speech of Beast and Leaf (Requires the Ability to Speak at Least One Language). This creature can comprehend and verbally communicate with Beasts and Plants. Tracker’s Eye. The creature can see invisible creatures and objects as if they were visible. Trackless. The creature leaves no tracks to indicate where it has been or where it’s headed. | Max of 1 Planar Influence per Character | MPP p6 | |
| Carceri | 3 | No | Planar Influence | 150 | No | Creatures influenced by Carceri appear as if they’d been imprisoned underground for a long period; their hair is matted, their nails or claws are long and dirty, and they have marks as if they were bound by chains or rope. Burden of Hopelessness. An invisible, magical aura of hopelessness surrounds the creature. Any other creature that starts its turn within 5 feet of the creature has its speed reduced by 10 feet until it is reduced to 0 hit points, regains hit points, or gains temporary hit points. This reduction never exceeds 10 feet. Torturous Teleport. An invisible, magic-disrupting aura surrounds the creature. Any creature that teleports into or out of a space within 20 feet of the creature must make a DC 15 Constitution saving throw, taking 16 (3d10) force damage on a failed save, or half as much damage on a successful one. | Max of 1 Planar Influence per Character | MPP p6 | |
| Limbo | 3 | No | Planar Influence | 200 | No | Creatures influenced by Limbo have their appearance shift at each dawn. Their skin might change color, or their features might morph into unnatural, even abstract, configurations. Chaotic Magic. The creature can cast the thaumaturgy cantrip, choosing a magical effect at random. Charisma is the spellcasting ability for this spell. Churning Chaos. When the creature scores a critical hit or takes a critical hit, chaotic energy bursts from the creature, creating one the following effects (choose one or roll a d6): 1–2: Melting Terrain. For 1 minute, the ground within 20 feet of the creature melts into a mud-like texture, becoming difficult terrain. 3–4: Miraculous Resilience. This creature gains temporary hit points equal to half the damage the critical hit dealt (rounded up). 5–6: Disrupted Gravity. Each creature within 20 feet of the creature must succeed on a DC 15 Constitution saving throw or rise vertically, up to 20 feet, and remain magically suspended there for 1 minute. While suspended in this way, a creature has the restrained condition. Hidden Slaad. When the creature dies, a slaad tadpole bursts from the creature’s chest. | Max of 1 Planar Influence per Character | MPP p6 | |
| Spell Gem (Diamond) | 7 | No | Item | 450 | No | Action to use, if you know the spell or if the spell is on your class’s spell list. A diamond spell gem can store up to 9th level spells. Spells cast from the spell gem have a save DC of 19 and an attack bonus of +11. | Purchasable only once per character | OotA | |
| Clay No-Face’s Charm | 5 | No | Charm | 150 | No | While you have Clay No-Face in your possession, you don’t need to eat, drink, or breathe. These benefits last for 30 days while the doll is in your possession, after which the charm vanishes from you. The doll is a Tiny construct. Destroying the doll causes the child’s soul within it to become trapped in the Soulmonger. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | ToA | |
| Charm of the Sun | 5 | No | Charm | 100 | No | You learn the Light cantrip if you don’t already know it. You can cast Sunburst, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used, the charm vanishes from you, and you unlearn the Light cantrip gained from this charm. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | BMT | |
| Charm of the Throne | 5 | No | Charm | 150 | No | You can cast Mordenkainen’s Magnificent Mansion, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you. | Max 3 charms per character. You regain this charm each time you enter the Nexus. | BMT | |
| Cult of Borem, of the Lake of Boiling Mud | 4 | No | Cult Gift | 300 | No | Borem’s Embrace (1/Day). As an action, you touch one creature within 5 feet. The target must succeed on a Dexterity saving throw vs your spell save DC or be coated in sticky, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6) fire damage at the start of each of its turns. The effect lasts for 1 minute, until you are incapacitated or dead, or until the target is immersed in water. | Max of 1 Cult per Character | MTF p237 | |
| Cult of Glasya | 3 | No | Cult Gift | 300 | No | Step into Shadows (1/Short Rest). As an action, this creature, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn. Infernal Ring Leader. As a reaction when this creature is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack instead. | Max of 1 Cult per Character | MTF p21 | |
| Cult of Juiblex | 4 | No | Cult Gift | 500 | No | Liquid Movement. As an action, this creature can move up to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement. Slimy Organs. This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Whenever this creature suffers a critical hit or is reduced to 0 hit points, it sprays acid; each creature within 5 feet of it takes acid damage equal to its number of Hit Dice. | Max of 1 Cult per Character | MPMM p160 | |
| Cult of Asmodeus | 4 | No | Cult Gift | 400 | No | Demands of Nessus. At the start of each of your turns, you can choose one ally you can see within 30 feet. The chosen ally loses 10 hit points, and you regain the same number of hit points. If you are incapacitated, you make no choice; instead, the closest ally within 30 feet is the chosen ally. Note: this will be perceptible. Note 2: This counts as PvP if you are choosing another PC, and will require OOC consent. | Max of 1 Cult per Character | MTF p21 | |
| Cult of Baalzebul | 4 | No | Cult Gift | 500 | No | Path of Baalzebul. As a bonus action on its turn, this creature can choose one ally it can see within 30 feet of it. Until the start of this creature’s next turn, it gains advantage on all ability checks and attack rolls, while the chosen ally suffers disadvantage on all ability checks, attack rolls, and saving throws Note: this will be perceptible. Note 2: This counts as PvP if you are choosing another PC, and will require OOC consent.. | Max of 1 Cult per Character | MTF p21 | |
| Cult of Zariel | 4 | No | Cult Gift | 400 | No | Ferocious Surge (1/Short Rest). When this creature hits with an attack roll that isn’t a critical hit, it can turn the hit into a critical hit. Infernal Tactics. Immediately after rolling initiative, this creature can choose and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them. | Max of 1 Cult per Character | MPMM p280 | |
| Blessing of Magic Resistance | 3 | No | Blessing | 200 | No | You have advantage on saving throws against spells and other magical effects. | Max 1 blessing per character. | DMG, p228 | |
| Dark Gift of Yog the Invincible | 4 | No | Dark Gift | 400 | No | Yog’s gift is one of physical resilience. This dark gift increases the beneficiary’s hit point maximum by 30. This benefit lasts for 10 days, after which the dark gift vanishes. Oily black fur covers the beneficiary’s face and body. | Max 1 dark gift per character. You regain this gift each time you enter the Nexus. | CoS, p193 | |
| Dark Gift of Dahlver-Nar, He of the Many Teeth | 4 | No | Dark Gift | 300 | No | Dahlver-Nar’s gift is the power to live many lives. Upon receiving this dark gift, the beneficiary instantly reincarnates when it dies, as though it was the target of a reincarnate spell. The new body appears within 10 feet of the old one. After it has been used three times, the dark gift vanishes. The beneficiary of this dark gift loses all of its teeth. Note: When you are reincarnated, your DM can roll for your new race or use their discretion, and should record your new race as a persistent effect. You have a new body. It has full hp. Your spell slots/other used resources carry over from before you died, all your attunements are ended, and all your stuff is still on your corpse. Your exhaustion levels reduce by one. | Max 1 dark gift per character. This Dark Gift DOES NOT recharge when you enter the Nexus. | CoS, p192 | |
| Scaled Toughness | 4 | No | Draconic Gift | 300 | No | Your skin toughens, making you resistant to certain types of physical harm. You gain resistance to piercing and slashing damage | Max 1 Draconic Gift per character. | FTD, p28 | |
| Hades | 4 | No | Planar Influence | 250 | No | Creatures influenced by Hades often have dour, gray features and feel cold to the touch. Aura of Gloom. An invisible, magical aura surrounds the creature. Colors are muted within 30 feet of the creature, and other creatures in that area have disadvantage on Charisma checks and Charisma saving throws. Extinguish Light. Nonmagical flames within 10 feet of the creature are extinguished. Larval Rebirth. When the creature dies, it re-forms somewhere in Hades as a larva (see the Dungeon Master’s Guide) in 1d10 days. Shadowy Form. Whenever the creature is fully in darkness or dim light, it becomes semi-incorporeal and gains resistance to bludgeoning, piercing, and slashing damage. If the creature takes radiant damage, its Shadowy Form trait is suppressed for 1 hour. | Max of 1 Planar Influence per Character | MPP p6 | |
| Increase a stat max | 2 | No | Other | 250 | No | Increases a stat max by 2 (only the max not the stat) | Purchasable once per stat per character. | – | |
| Cult of Mephistopheles | 5 | No | Cult Gift | 400 | No | Spell Shield. This creature gains advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell’s level. Spell Leech. As a bonus action, this creature chooses one willing creature it can see within 30 feet of it. The target loses its lowest-level spell slot, and this creature gains it untill next long rest. | Max of 1 Cult per Character | MTF p21 | |
| Blessing of Bloody Might | 2 | No | Stat Blessing | 200 | No | Your Strength score increases by 2, to a maximum of 22. | Max 1 stat blessing per character. (Curse Supressed) | BMT p171 | |
| Blessing of Health | 2 | No | Stat Blessing | 200 | No | Your Constitution score increases by 2, up to a maximum of 22. | Max 1 stat blessing per character. | DMG, p228 | |
| Blessing of Lonely Genius | 2 | No | Stat Blessing | 200 | No | Your Intelligence score increases by 2, to a maximum of 22. | Max 1 stat blessing per character. (Curse Supressed) | BMT p171 | |
| Blessing of Understanding | 2 | No | Stat Blessing | 200 | No | Your Wisdom score increases by 2, up to a maximum of 22. | Max 1 stat blessing per character. | DMG, p228 | |
| Blessing of Nimbleness | 2 | No | Stat Blessing | 200 | No | Your Dexterity score increases by 2, up to a maximum of 22. | Max 1 stat blessing per character. | Nexus | |
| Blessing of Eloquence | 2 | No | Stat Blessing | 200 | No | Your Charisma score increases by 2, up to a maximum of 22. | Max 1 stat blessing per character. | Nexus | |
| Blessing of the Frostmaiden | 5 | No | Blessing | 400 | No | Your eyes become as cold as ice. You gain immunity to cold damage. In addition, you can cast the cone of cold spell (save DC 15) once. You regain the ability to cast this spell when you finish a long rest. | Max 1 blessing per character. | IDRotF, p213 | |
| Dark Gift of Vaund the Evasive | 5 | No | Dark Gift | 400 | No | Vaund’s gift is the power of evasion. This dark gift grants its beneficiary the benefits of an amulet of proof against detection and location and a ring of evasion. These benefits last for 10 days, after which the dark gift vanishes. The beneficiary of this dark gift becomes twitchy and nervous, and also gains the following flaw: “I can’t give a straight answer to any question put to me.” | Max 1 dark gift per character. You regain this gift each time you enter the Nexus. | CoS, p193 | |
| Dark Gift of Savnok the Inscrutible | 7 | No | Dark Gift | 500 | No | Savnok’s gift is the power to shield the mind. This dark gift takes the form of a mind blank spell cast on the beneficiary. The spell has an extended duration of 1 year, after which the dark gift vanishes. The beneficiary’s eyes melt away upon receiving this dark gift, leaving empty sockets that can still see. | Max 1 dark gift per character. You regain this gift each time you enter the Nexus. | CoS, p192 | |
| Elysium | 9 | No | Planar Influence | 600 | No | Creatures influenced by Elysium have seasonal flowers sprouting from their heads, and they faintly smell of herbs or spices. Hardy Body. The creature no longer needs food or water, and the creature can have no more than 4 levels of exhaustion. Peaceful Presence. An invisible, magical aura of peace surrounds the creature. Any other creature that starts its turn within 5 feet of the creature has disadvantage on attack rolls until it is attacked, takes damage, or witnesses an ally being harmed. | Max of 1 Planar Influence per Character | MPP p6 |

