
For Dungeon Masters, this supplement is a sandbox of adventure and plot options. They can choose from new character themes, cleric domains and powers, a new type of wizard called the bladesinger, and variants for classic races such as dwarves and elves. Players can use this book to enhance their adventurers with exciting options that tie into the setting. This supplement for the DUNGEONS & DRAGONS roleplaying game explores the Neverwinter region, providing details for both players and Dungeon Masters to experience everything the setting has to offer. If Neverwinter is to survive, it's up to heroes to face down secret cults, sinister necromancers, would-be kings, and the terrible monsters stirring beneath the city. Yet even as its citizens return and rebuild, hidden forces pursue their own goals and vendettas - any one of which could tear the city apart. Left a desolate ruin after a terrible cataclysm, the city of Neverwinter now rises from the ashes to reclaim its title as the Jewel of the North.
DMG MAPS FREE
DMG MAPS HOW TO
A quick look at how to use an ACT plugin for Neverwinter to start being a try-hard today! Link to ACT download website.
DMG MAPS MANUAL
I also counted a golem manual - as it allows you to make a golem even if it's a single use, and a bag of devouring.įrom publisher blurb: Neverwinter Map Dmg 5e 2 as permanent as they regenerate charges every day, though there is a small chance to break them by running them out of charges. At the end of level 20 we have 35 permanent ones, and have received 70 charged ones. The permanent magic starts picking up a bit from here, getting enough for 2 per party member at 10, and getting more at the next tier from 11 on. We finally have enough to give one permanent item to each PC, with one left over. The javelin is very good - it is permanent in this edition and gives lighting once a day, as well as being a magic weapon (though I'm not sure what it does as it doesn't have any pluses). The next one at level 7 a lantern of revealing, not bad as it reveals any invisible creatures or items within 30'.Īt level 8 Eyes of the Eagle, Javelin of Lightning, Ring of Water Walking.


I'd expect 2/3 of parties don't have one, though both the games I'm in have one. Of note is that the first permanent magic is received at level 6, both together a +1 greatclub and a +1 Rod of the Pact Keeper, both pretty underwhelming, the rod only usable by a warlock. Level is a guess at what level the PCs would be when they got a horde. I'm sure I could figure out exact probabilities, or roll up a number more campaigns, but that's quite a bit more work. I was curious just how much magic one ends up with in 5e, I didn't think it was very much, but decided to do a up treasure as suggested by the DMG for a campaign. 5e sample magic items from hordes over a campaign
