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Compendium

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7 categories

Feats

233 of 233 entries · Showing 1–50

Aberrant Dragonmark

Prerequisite

No other dragonmark

Description

You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:

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

• You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.

• When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.

You also develop a random flaw from the Aberrant Dragonmark Flaws table.

d8 | Flaw

1 | Your mark is a source of constant physical pain.

2 | Your mark whispers to you. Its meaning can be unclear.

3 | When you're stressed, the mark hisses audibly.

4 | The skin around the mark is burned, scaly, or withered.

5 | Animals are uneasy around you.

6 | You have a mood swing any time you use your mark.

7 | Your looks change slightly whenever you use the mark.

8 | You have horrific nightmares after you use your mark.

Source: Eberron: Rising from the Last War p. 52

Modifier

Constitution +1

Category

ability score

Actor

Description

Skilled at mimicry and dramatics, you gain the following benefits:

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

• You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.

• You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Source: Player's Handbook p. 165

Modifier

charisma +1

Category

ability score

Adept Of The Black Robes

Prerequisite

4th Level, Initiate of High Sorcery (Nuitari) Feat

Description

You chose the moon Nuitari to influence your magic, and your ambition and loyalty to the Order of the Black Robes have been recognized, granting you these benefits:

Ambitious Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the enchantment or necromancy school of magic. You can cast this feat's 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat.

Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.

Source: Dragonlance: Shadow of the Dragon Queen p. 31

Adept Of The Red Robes

Prerequisite

4th Level, Initiate of High Sorcery (Lunitari) Feat

Description

You chose the moon Lunitari to influence your magic, and your dedication to maintaining the balance between all things has been recognized by the Order of the Red Robes, granting you these benefits:

Insightful Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the illusion or transmutation school of magic. You can cast this feat's 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat.

Magical Balance. When you make an attack roll or an ability check and roll a 9 or lower on the d20, you can balance fate and treat the roll as a 10. You can balance fate in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Dragonlance: Shadow of the Dragon Queen p. 32

Adept Of The White Robes

Prerequisite

4th Level, Initiate of High Sorcery (Solinari) Feat

Description

You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:

Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the abjuration or divination school of magic. You can cast this feat's 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat.

Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.

Source: Dragonlance: Shadow of the Dragon Queen p. 32

Agent of Order (Charisma)

Prerequisite

4th level, scion of the outer planes (lawful outer plane) feat

Description

You can channel cosmic forces of order to gain these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.

Stasis Strike. Once per turn, when you damage a creature you can see within 60 feet of yourself, you can deal an extra 1d8 force damage to the target, and it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + the modifier of the spellcasting ability you chose for the Scion of the Outer Planes feat) as spectral bindings try to ensnare it. On a successful save, the target escapes. On a failed save, the target has the restrained condition until the start of your next turn. These bindings manifest as chains or some other symbol of stasis. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

Charisma +1

Category

ability score

Agent of Order (Constitution)

Prerequisite

4th level, scion of the outer planes (lawful outer plane) feat

Description

You can channel cosmic forces of order to gain these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.

Stasis Strike. Once per turn, when you damage a creature you can see within 60 feet of yourself, you can deal an extra 1d8 force damage to the target, and it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + the modifier of the spellcasting ability you chose for the Scion of the Outer Planes feat) as spectral bindings try to ensnare it. On a successful save, the target escapes. On a failed save, the target has the restrained condition until the start of your next turn. These bindings manifest as chains or some other symbol of stasis. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

Constitution +1

Category

ability score

Agent of Order (Dexterity)

Prerequisite

4th level, scion of the outer planes (lawful outer plane) feat

Description

You can channel cosmic forces of order to gain these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.

Stasis Strike. Once per turn, when you damage a creature you can see within 60 feet of yourself, you can deal an extra 1d8 force damage to the target, and it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + the modifier of the spellcasting ability you chose for the Scion of the Outer Planes feat) as spectral bindings try to ensnare it. On a successful save, the target escapes. On a failed save, the target has the restrained condition until the start of your next turn. These bindings manifest as chains or some other symbol of stasis. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

Dexterity +1

Category

ability score

Agent of Order (Intelligence)

Prerequisite

4th level, scion of the outer planes (lawful outer plane) feat

Description

You can channel cosmic forces of order to gain these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.

Stasis Strike. Once per turn, when you damage a creature you can see within 60 feet of yourself, you can deal an extra 1d8 force damage to the target, and it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + the modifier of the spellcasting ability you chose for the Scion of the Outer Planes feat) as spectral bindings try to ensnare it. On a successful save, the target escapes. On a failed save, the target has the restrained condition until the start of your next turn. These bindings manifest as chains or some other symbol of stasis. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

Intelligence +1

Category

ability score

Agent of Order (Strength)

Prerequisite

4th level, scion of the outer planes (lawful outer plane) feat

Description

You can channel cosmic forces of order to gain these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.

Stasis Strike. Once per turn, when you damage a creature you can see within 60 feet of yourself, you can deal an extra 1d8 force damage to the target, and it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + the modifier of the spellcasting ability you chose for the Scion of the Outer Planes feat) as spectral bindings try to ensnare it. On a successful save, the target escapes. On a failed save, the target has the restrained condition until the start of your next turn. These bindings manifest as chains or some other symbol of stasis. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

strength +1

Category

ability score

Agent of Order (Wisdom)

Prerequisite

4th level, scion of the outer planes (lawful outer plane) feat

Description

You can channel cosmic forces of order to gain these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.

Stasis Strike. Once per turn, when you damage a creature you can see within 60 feet of yourself, you can deal an extra 1d8 force damage to the target, and it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + the modifier of the spellcasting ability you chose for the Scion of the Outer Planes feat) as spectral bindings try to ensnare it. On a successful save, the target escapes. On a failed save, the target has the restrained condition until the start of your next turn. These bindings manifest as chains or some other symbol of stasis. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

Wisdom +1

Category

ability score

Alert

Description

Always on the lookout for danger, you gain the following benefits:

• You gain a +5 bonus to initiative.

• You can't be surprised while you are conscious.

• Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Source: Player's Handbook p. 165

Modifier

initiative +5

Category

bonus

Artificer Initiate

Description

You've learned some of an artificer's inventiveness:

• You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.

• You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.

• You gain proficiency with one type of artisan's tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.

Source: Tasha's Cauldron of Everything p. 79

Athlete (Dexterity)

Description

You have undergone extensive physical training to gain the following benefits:

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

• When you are prone, standing up uses only 5 feet of your movement.

• Climbing doesn't cost you extra movement.

• You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Source: Player's Handbook p. 165

Modifier

dexterity +1

Category

ability score

Athlete (Strength)

Description

You have undergone extensive physical training to gain the following benefits:

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

• When you are prone, standing up uses only 5 feet of your movement.

• Climbing doesn't cost you extra movement.

• You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Source: Player's Handbook p. 165

Modifier

strength +1

Category

ability score

Baleful Scion (Charisma)

Prerequisite

4th level, scion of the outer planes (evil outer plane) feat

Description

You can channel cosmic forces of evil to gain these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20

Grasp of Avarice. Once per turn, when you damage a creature you can see within 60 feet of yourself, you can also deal necrotic damage to it. The necrotic damage equals 1d6 + your proficiency bonus, and you regain a number of hit points equal to this necrotic damage dealt. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

Charisma +1

Category

ability score

Baleful Scion (Constitution)

Prerequisite

4th level, scion of the outer planes (evil outer plane) feat

Description

You can channel cosmic forces of evil to gain these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20

Grasp of Avarice. Once per turn, when you damage a creature you can see within 60 feet of yourself, you can also deal necrotic damage to it. The necrotic damage equals 1d6 + your proficiency bonus, and you regain a number of hit points equal to this necrotic damage dealt. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

Constitution +1

Category

ability score

Baleful Scion (Dexterity)

Prerequisite

4th level, scion of the outer planes (evil outer plane) feat

Description

You can channel cosmic forces of evil to gain these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20

Grasp of Avarice. Once per turn, when you damage a creature you can see within 60 feet of yourself, you can also deal necrotic damage to it. The necrotic damage equals 1d6 + your proficiency bonus, and you regain a number of hit points equal to this necrotic damage dealt. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

Dexterity +1

Category

ability score

Baleful Scion (Intelligence)

Prerequisite

4th level, scion of the outer planes (evil outer plane) feat

Description

You can channel cosmic forces of evil to gain these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20

Grasp of Avarice. Once per turn, when you damage a creature you can see within 60 feet of yourself, you can also deal necrotic damage to it. The necrotic damage equals 1d6 + your proficiency bonus, and you regain a number of hit points equal to this necrotic damage dealt. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

Intelligence +1

Category

ability score

Baleful Scion (Strength)

Prerequisite

4th level, scion of the outer planes (evil outer plane) feat

Description

You can channel cosmic forces of evil to gain these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20

Grasp of Avarice. Once per turn, when you damage a creature you can see within 60 feet of yourself, you can also deal necrotic damage to it. The necrotic damage equals 1d6 + your proficiency bonus, and you regain a number of hit points equal to this necrotic damage dealt. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

strength +1

Category

ability score

Baleful Scion (Wisdom)

Prerequisite

4th level, scion of the outer planes (evil outer plane) feat

Description

You can channel cosmic forces of evil to gain these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20

Grasp of Avarice. Once per turn, when you damage a creature you can see within 60 feet of yourself, you can also deal necrotic damage to it. The necrotic damage equals 1d6 + your proficiency bonus, and you regain a number of hit points equal to this necrotic damage dealt. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

Wisdom +1

Category

ability score

Bountiful Luck

Prerequisite

Halfling

Description

Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!

When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.

When you use this ability, you can't use your Lucky racial trait before the end of your next turn.

Source: Xanathar's Guide to Everything p. 73

Cartomancer

Prerequisite

4th level, Spellcasting Feature

Description

You have learned to channel your magic through a deck of cards. You can use a card deck as your spellcasting focus, and you gain the following benefits:

Card Tricks. You learn the Prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use Prestidigitation in this way, you can conceal the verbal and somatic components of the spell as ordinary conversation and card handling.

Hidden Ace. When you finish a long rest, you can choose one spell from your class's spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.

Source: The Book of Many Things p. 49

Charger

Description

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Source: Player's Handbook p. 165

Chef (Constitution)

Description

Time spent mastering the culinary arts has paid off, granting you the following benefits:

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

• You gain proficiency with cook's utensils if you don't already have it.

• As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.

• With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

Source: Tasha's Cauldron of Everything p. 79

Modifier

constitution +1

Category

ability score

Chef (Wisdom)

Description

Time spent mastering the culinary arts has paid off, granting you the following benefits:

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

• You gain proficiency with cook's utensils if you don't already have it.

• As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.

• With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

Source: Tasha's Cauldron of Everything p. 79

Modifier

wisdom +1

Category

ability score

Cohort of Chaos (Charisma)

Prerequisite

4th level, scion of the outer planes (chaotic outer plane) feat

Description

You can channel cosmic forces of chaos to gain these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20

Chaotic Flare. When you roll a 1 or a 20 on an attack roll or a saving throw, the magic of chaos flows through you. Roll a d4 and consult the Chaotic Flares table to determine what happens. A flare lasts until the end of your next turn, and a new flare can't occur until after the first flare ends.

d4 | Flare

1 | Battle Fury. A creature of your choice that you can see is filled with reckless fury. It has advantage on attack rolls and disadvantage on ability checks.

2 | Disruption Field. Waves of energy ripple around you. Every creature that starts its turn within 5 feet of you, or that moves into that area for the first time on a turn, takes 1d8 force damage.

3 | Unbound. When you move, you can use some or all of your walking speed to teleport yourself once, along with any equipment you're wearing or carrying, up to the distance used to an unoccupied space that you can see.

4 | Wailing Winds. Winds swirl in a 15-foot-radius sphere centered on you. You and any other creatures in that area have disadvantage on Wisdom saving throws.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

Charisma +1

Category

ability score

Cohort of Chaos (Constitution)

Prerequisite

4th level, scion of the outer planes (chaotic outer plane) feat

Description

You can channel cosmic forces of chaos to gain these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20

Chaotic Flare. When you roll a 1 or a 20 on an attack roll or a saving throw, the magic of chaos flows through you. Roll a d4 and consult the Chaotic Flares table to determine what happens. A flare lasts until the end of your next turn, and a new flare can't occur until after the first flare ends.

d4 | Flare

1 | Battle Fury. A creature of your choice that you can see is filled with reckless fury. It has advantage on attack rolls and disadvantage on ability checks.

2 | Disruption Field. Waves of energy ripple around you. Every creature that starts its turn within 5 feet of you, or that moves into that area for the first time on a turn, takes 1d8 force damage.

3 | Unbound. When you move, you can use some or all of your walking speed to teleport yourself once, along with any equipment you're wearing or carrying, up to the distance used to an unoccupied space that you can see.

4 | Wailing Winds. Winds swirl in a 15-foot-radius sphere centered on you. You and any other creatures in that area have disadvantage on Wisdom saving throws.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

Constitution +1

Category

ability score

Cohort of Chaos (Dexterity)

Prerequisite

4th level, scion of the outer planes (chaotic outer plane) feat

Description

You can channel cosmic forces of chaos to gain these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20

Chaotic Flare. When you roll a 1 or a 20 on an attack roll or a saving throw, the magic of chaos flows through you. Roll a d4 and consult the Chaotic Flares table to determine what happens. A flare lasts until the end of your next turn, and a new flare can't occur until after the first flare ends.

d4 | Flare

1 | Battle Fury. A creature of your choice that you can see is filled with reckless fury. It has advantage on attack rolls and disadvantage on ability checks.

2 | Disruption Field. Waves of energy ripple around you. Every creature that starts its turn within 5 feet of you, or that moves into that area for the first time on a turn, takes 1d8 force damage.

3 | Unbound. When you move, you can use some or all of your walking speed to teleport yourself once, along with any equipment you're wearing or carrying, up to the distance used to an unoccupied space that you can see.

4 | Wailing Winds. Winds swirl in a 15-foot-radius sphere centered on you. You and any other creatures in that area have disadvantage on Wisdom saving throws.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

Dexterity +1

Category

ability score

Cohort of Chaos (Intelligence)

Prerequisite

4th level, scion of the outer planes (chaotic outer plane) feat

Description

You can channel cosmic forces of chaos to gain these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20

Chaotic Flare. When you roll a 1 or a 20 on an attack roll or a saving throw, the magic of chaos flows through you. Roll a d4 and consult the Chaotic Flares table to determine what happens. A flare lasts until the end of your next turn, and a new flare can't occur until after the first flare ends.

d4 | Flare

1 | Battle Fury. A creature of your choice that you can see is filled with reckless fury. It has advantage on attack rolls and disadvantage on ability checks.

2 | Disruption Field. Waves of energy ripple around you. Every creature that starts its turn within 5 feet of you, or that moves into that area for the first time on a turn, takes 1d8 force damage.

3 | Unbound. When you move, you can use some or all of your walking speed to teleport yourself once, along with any equipment you're wearing or carrying, up to the distance used to an unoccupied space that you can see.

4 | Wailing Winds. Winds swirl in a 15-foot-radius sphere centered on you. You and any other creatures in that area have disadvantage on Wisdom saving throws.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

Intelligence +1

Category

ability score

Cohort of Chaos (Strength)

Prerequisite

4th level, scion of the outer planes (chaotic outer plane) feat

Description

You can channel cosmic forces of chaos to gain these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20

Chaotic Flare. When you roll a 1 or a 20 on an attack roll or a saving throw, the magic of chaos flows through you. Roll a d4 and consult the Chaotic Flares table to determine what happens. A flare lasts until the end of your next turn, and a new flare can't occur until after the first flare ends.

d4 | Flare

1 | Battle Fury. A creature of your choice that you can see is filled with reckless fury. It has advantage on attack rolls and disadvantage on ability checks.

2 | Disruption Field. Waves of energy ripple around you. Every creature that starts its turn within 5 feet of you, or that moves into that area for the first time on a turn, takes 1d8 force damage.

3 | Unbound. When you move, you can use some or all of your walking speed to teleport yourself once, along with any equipment you're wearing or carrying, up to the distance used to an unoccupied space that you can see.

4 | Wailing Winds. Winds swirl in a 15-foot-radius sphere centered on you. You and any other creatures in that area have disadvantage on Wisdom saving throws.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

strength +1

Category

ability score

Cohort of Chaos (Wisdom)

Prerequisite

4th level, scion of the outer planes (chaotic outer plane) feat

Description

You can channel cosmic forces of chaos to gain these benefits:

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20

Chaotic Flare. When you roll a 1 or a 20 on an attack roll or a saving throw, the magic of chaos flows through you. Roll a d4 and consult the Chaotic Flares table to determine what happens. A flare lasts until the end of your next turn, and a new flare can't occur until after the first flare ends.

d4 | Flare

1 | Battle Fury. A creature of your choice that you can see is filled with reckless fury. It has advantage on attack rolls and disadvantage on ability checks.

2 | Disruption Field. Waves of energy ripple around you. Every creature that starts its turn within 5 feet of you, or that moves into that area for the first time on a turn, takes 1d8 force damage.

3 | Unbound. When you move, you can use some or all of your walking speed to teleport yourself once, along with any equipment you're wearing or carrying, up to the distance used to an unoccupied space that you can see.

4 | Wailing Winds. Winds swirl in a 15-foot-radius sphere centered on you. You and any other creatures in that area have disadvantage on Wisdom saving throws.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 10

Modifier

Wisdom +1

Category

ability score

Crossbow Expert

Description

Thanks to extensive practice with the crossbow, you gain the following benefits:

• You ignore the loading quality of crossbows with which you are proficient.

• Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

• When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Source: Player's Handbook p. 165

Cruel

Description

The challenges and struggles you've faced throughout your life have led you to delight in inflicting pain and anguish upon others. You gain a number of cruelty dice equal to your proficiency bonus. Your cruelty dice are d6s. You can roll only one cruelty die per turn, and a cruelty die is spent when you roll it.

You can roll a cruelty die under any of the following circumstances, with the indicated result:

• When you deal damage to a creature, spend one cruelty die to deal extra damage to the creature equal to the roll.

• When you score a critical hit, spend one cruelty die to gain temporary hit points equal to the roll.

• When you make a Charisma (Intimidation) check, spend one cruelty die and add the roll to your check.

You regain all spent cruelty dice when you finish a long rest.

Source: Tal'Dorei Campaign Setting: Reborn p. 190

Crusher (Constitution)

Description

You are practiced in the art of crushing your enemies, granting you the following benefits:

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

• Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.

• When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

Source: Tasha's Cauldron of Everything p. 79

Modifier

constitution +1

Category

ability score

Crusher (Strength)

Description

You are practiced in the art of crushing your enemies, granting you the following benefits:

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

• Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.

• When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

Source: Tasha's Cauldron of Everything p. 79

Modifier

strength +1

Category

ability score

Dark Gift: Echoing Soul

Description

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.

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.

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.

Source: Van Richten's Guide to Ravenloft p. 22

Dark Gift: Gathered Whispers

Description

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.

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.

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.

Source: Van Richten's Guide to Ravenloft p. 23

Dark Gift: Living Shadow

Description

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.

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.

Source: Van Richten's Guide to Ravenloft p. 24

Dark Gift: Mist Walker

Description

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.

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.

Source: Van Richten's Guide to Ravenloft p. 24

Dark Gift: Second Skin

Description

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.

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.

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

Source: Van Richten's Guide to Ravenloft p. 25

Dark Gift: Symbiotic Being

Description

A second being resides within your body along with you. It manifests physically somewhere on you and relies on you for its survival. At the same time, it offers you knowledge and other assistance, either of its own volition or because of your intertwined nature. The symbiote has its own personality and agenda, which might be at odds with yours. If you ignore the symbiote's desires, it might strive to interfere with you. There is no way to be rid of the symbiote while you have this Dark Gift. Even if you go to drastic lengths, such as severing the part of your body where the symbiote resides, it reappears on your body in another location at the next midnight.

Roll on or choose an option from the Symbiotic Nature table to determine what sort of symbiotic being shares your body. Additionally, you gain the traits that follow.

d6 | Symbiote

1 | Tiny humanoid facial features protruding from your torso, palm, or the back of your head

2 | An alien appendage inside an unhealing wound

3 | A burrowing, worm-like being

4 | An intrusive thought that inhabits your mind

5 | A living tattoo

6 | Crystal growths that replace a portion of your body

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. The DM sets the symbiote's abilities or determines them randomly (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. 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 (work with your DM to determine these details). 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.

Roll or choose from the Symbiotic Agenda table to determine the symbiote's goal, working with your DM to detail the specifics or create another agenda.

d6 | Agenda

1 | The symbiote seeks to destroy a specific type of being, such as fiends, trolls, or paladins.

2 | The symbiote craves knowledge and is determined to solve a mystery or learn a secret.

3 | The symbiote wants to bring a prophecy to fruition or to thwart one.

4 | The symbiote seeks to defend the servants and interests of a powerful being or organization.

5 | The symbiote wants to keep you from harm at all costs and believes it knows what's best for you.

6 | The symbiote seeks to experience new sensations, the more bizarre the better.

Source: Van Richten's Guide to Ravenloft p. 26

Dark Gift: Touch of Death

Description

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.

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.

Source: Van Richten's Guide to Ravenloft p. 26

Dark Gift: Watchers

Description

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.

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.

Source: Van Richten's Guide to Ravenloft p. 27

Defensive Duelist

Prerequisite

Dexterity 13 or higher

Description

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Source: Player's Handbook p. 165

Divinely Favored

Prerequisite

4th Level, Dragonlance Campaign

Description

A god chose you to carry a spark of their power.

You learn one cantrip of your choice from the cleric spell list and one 1st-level spell based on the alignment of your character, as specified in the Alignment Spells table below. You also learn the augury spell.

Alignment | 1st-level Spell

Evil | Choose one 1st-level warlock spell.

Good | Choose one 1st-level cleric spell.

Neutral | Choose one 1st-level druid spell.

You can cast the chosen 1st-level spell and the augury spell without a spell slot, and you must finish a long rest before you can cast either of these spells in this way again. You can also cast these spells using spell slots you have of the appropriate level.

Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

In addition, you can use a holy symbol as a spellcasting focus for any spell you cast that uses the spellcasting ability you choose when you select this feat.

Source: Dragonlance: Shadow of the Dragon Queen p. 32

Draconic Gift: Draconic Familiar

Prerequisite

wyrmling dragon heir or killer (Uncommon)

Description

You gain the aid of a draconic familiar, which might be a splinter of the consciousness of a dragon that invested you with power.

You can cast the find familiar spell as a ritual without using any material components. When you cast the spell in this way, your familiar always takes the form of a pseudodragon.

Additionally, when you take the Attack action on your turn, you can forgo one of your own attacks to allow your pseudodragon familiar to make one attack of its own with its reaction.

Source: Fizban's Treasury of Dragons p. 28

Draconic Gift: Draconic Rebirth

Prerequisite

wyrmling dragon heir or killer (Uncommon)

Description

You become a dragonborn. You replace the racial traits of your original race with the traits of a chromatic, gem, or metallic dragonborn (detailed in this book). The kind of dragonborn you become matches the family of the dragon that is the source of this gift. You can keep any skill proficiencies you gained from your previous race, or you gain proficiency in two skills of your choice.

Source: Fizban's Treasury of Dragons p. 28

Draconic Gift: Draconic Senses

Prerequisite

young dragon heir or killer (Rare)

Description

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.

Source: Fizban's Treasury of Dragons p. 28

Draconic Gift: Echo of Dragonsight

Prerequisite

adult dragon heir or killer (Very Rare)

Description

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.

Source: Fizban's Treasury of Dragons p. 28