Tidbits

Tidbits

Free
Version: V13
FVTT: V13
Any System
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Changelog

    Automatically show helpful tips to your players when they join the game, during load screens and when the game is paused. Customize tips and loading screen images to your liking!

    How to use

    The module will be ready to use from the get go, but you can head to the module settings to decide when to show tidbits, you can:

    • Show tidbits when the game is paused in place of the "Paused" text
    • Show tidbits while a scene is loading
    • Show tidbits when a player joins the game as a whisper chat message

    Customization

    Customizing the loading screen images

    To customize the loading screen images, simply point the corresponding setting to a folder containing your images. The module will automatically pick a random image from the folder to display.

    Customizing the tidbits

    The tidbits can come from two sources:

    • Included tidbits: tidbits that are included with the module, these are system specific, you can disable them by unchecking the Use default sources setting
    • Custom tidbits: tidbits that you can add yourself, you can add them by pointing the corresponding Custom Source setting to a .txt or .json file

    Tidbits support regular text as well as Markdown (opens in a new tab).

    With a text file

    In order to create a custom list of tidbits, simply create a .txt file containing your tidbits and point the corresponding setting to it. Each tidbit should be on a separate line.

    Example:

    This is a tidbit
    This is another tidbit
    This is a third tidbit

    With a JSON file

    ⚠️

    When dealing with .json files, make sure to use double quotes (") and not single quotes (') and don't forget the commas! You can use JSONLint (opens in a new tab) to validate your files.

    In order to create a custom list of tidbits, simply create a .json file containing your tidbits and point the corresponding setting to it. The file should be formatted as follows:

    [
        "This is a tidbit",
        "This is another tidbit",
        "This is a third tidbit"
    ]

    Complete DND5e Tidbits Text example

    You can create and upload a .txt file with the following content and use it as a source in tidbits to test it out!

    Advantage and Disadvantage are powerful mechanics in D&D 5E, and they don't stack. If a character has both Advantage and Disadvantage, they roll a single d20 for a normal result.
    Short rests in D&D 5E last 1 hour, during which characters can spend Hit Dice to regain hit points, making them an essential resource during a challenging adventure.
    Long rests in D&D 5E typically last 8 hours, and a character can benefit from only one long rest within a 24-hour period.
    During a long rest, spellcasters can choose to change their prepared spells, allowing them to adapt to different challenges they might face.
    Multi-classing requires meeting specific ability score prerequisites for each class, ensuring that characters have the minimum attributes to be proficient in multiple classes.
    The proficiency bonus in D&D 5E increases as characters level up, making them more skilled and accurate in their attacks and skill checks.
    Characters can attempt a **Death Saving Throw** when they reach 0 hit points, determining whether they stabilize or move closer to death.
    Spellcasting system uses a **preparation** mechanic for Wizards, Clerics, Druids, Paladins, and Artificers, requiring them to select spells in advance each day.
    Sorcerers, Warlocks, and Bards use the **spell slot** system, allowing them to cast any known spell using a spell slot of the appropriate level.
    The **Help** action in combat allows one character to grant Advantage to another character's attack roll or ability check, promoting teamwork and tactical play.
    Opportunity Attacks occur when a hostile creature moves out of a player character's melee reach, providing an extra chance to make a melee attack against that creature.
    Flanking is not an official rule in D&D 5E but is often used in optional house rules, granting Advantage to attack rolls when characters surround an opponent.
    Characters with darkvision can see in darkness as if it were dim light, but they cannot distinguish colors in darkness.
    A character can use a **Help** action to give an ally Advantage on a Stealth check, representing them assisting with distractions or guidance.
    D&D 5E has specific rules for underwater combat, including underwater movement, vision, and the impact on ranged attacks.
    Cover plays a significant role in combat, granting bonuses to Armor Class and Dexterity saving throws depending on how much protection it provides.
    The **Lucky** feat allows a character to reroll a d20 roll they don't like, adding an element of unpredictability to the game.
    Concentration is essential for spellcasters, as casting another concentration spell or taking damage while concentrating can break the spell.
    The **Ready** action lets characters prepare an action to trigger in response to a specific circumstance, offering strategic options during combat.
    The **Disengage** action allows a character to move away from an enemy without provoking opportunity attacks, giving them a tactical retreat option.
    **Darkness** spell, when cast in an area of magical light, creates a magical darkness that even creatures with darkvision can't see through.
    The **Dash** action allows a character to move additional distance during their turn, making it useful for escaping or covering ground quickly.
    A critical hit in combat deals double damage, making it a significant advantage for characters who can land critical hits consistently.
    The **Mounted Combat** rules in D&D 5E allow characters to control and fight from atop a mount, bringing additional tactical options to the game.
    The **Grapple** and **Shove** special attacks allow characters to wrestle opponents or push them prone, respectively, providing tactical advantages.
    The **Finesse** property of weapons allows characters to use either their Strength or Dexterity modifier for attack and damage rolls, depending on which is higher.
    The **Two-Weapon Fighting** rule lets characters make an additional attack with a light melee weapon they hold in their off-hand.
    In D&D 5E, some spells, such as **Magic Missile**, automatically hit their targets without requiring an attack roll.
    Casting a spell with a range of **Touch** requires the caster to physically touch the target, making it challenging to use from a distance.
    A **Reaction** is a special type of action that can be taken in response to a triggering event, such as an Opportunity Attack when a creature moves away.
    The **Stabilize** action allows characters to try to stop a dying creature from making Death Saving Throws, potentially preventing them from dying.
    The **Dodge** action grants attackers Disadvantage on attack rolls against the character who is dodging, making it an effective defensive option.
    When a character rolls a natural 20 on an attack roll, it is considered a **Critical Hit** and deals extra damage as specified by their weapon or ability.
    **Spell Components** are used for casting spells, and they can be either Verbal (V), Somatic (S), or Material (M) components, adding depth to spellcasting.
    The **Bardic Inspiration** feature allows Bards to inspire allies with a D6 to D12 bonus they can add to an attack roll, saving throw, or ability check.
    The **Wild Magic Surge** is a fun mechanic for Wild Magic Sorcerers, triggering a random magical effect when they cast a spell of 1st level or higher.
    The **Eldritch Invocations** feature grants Warlocks unique and powerful abilities to customize their spells and eldritch powers.
    The **Channel Divinity** feature gives Clerics and Paladins access to divine powers, which can be used to turn undead or invoke other powerful abilities.
    D&D 5E introduced the **Inspiration** mechanic, where a player can earn Inspiration from the Dungeon Master for roleplaying their character exceptionally well.
    Gnomes have the **Gnome Cunning** trait, which grants them Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
    The **Favored Enemy** feature grants Rangers bonuses to attack rolls and damage against specific types of creatures they have studied and hunted.
    The **Fey Ancestry** trait of Elves makes them immune to being magically put to sleep and gives them Advantage against being charmed.
    Half-Orcs have the **Relentless Endurance** trait, allowing them to drop to 1 hit point instead of 0 when taking damage that would otherwise knock them unconscious.
    The **Lay on Hands** feature of Paladins allows them to restore hit points to themselves or others by touching the creature and expending hit points from their pool.
    The **Sneak Attack** feature of Rogues allows them to deal extra damage when they have an Advantage on an attack roll or an ally is within 5 feet of the target.
    Dragonborn characters have the **Breath Weapon** trait, allowing them to exhale destructive energy like fire, cold, acid, lightning, or poison.
    Aarakocra have a **Flight** speed, making them excellent aerial scouts and giving them an advantage in situations requiring vertical movement.
    Tieflings have resistance to fire damage, thanks to their **Hellish Resistance** trait, reflecting their infernal heritage.
    The **Unarmored Defense** feature grants Barbarians and Monks the ability to calculate their Armor Class using their Constitution or Dexterity and Wisdom, respectively.
    Warlocks have the **Pact Magic** feature, allowing them to regain all expended spell slots after a short rest instead of a long rest like other spellcasters.
    The **Cunning Action** feature of Rogues allows them to take a Dash, Disengage, or Hide action as a bonus action during their turn, increasing their mobility.
    The **Extra Attack** feature grants fighters and other classes additional attacks during their Attack action, making them formidable in combat.
    The **Action Surge** feature of Fighters allows them to take an additional action on their turn, giving them the ability to unleash a flurry of attacks.
    The **Divine Smite** feature of Paladins lets them expend spell slots to deal extra radiant damage with their melee attacks.
    Druids have the **Wild Shape** feature, which allows them to transform into different animals, providing versatility and unique abilities.
    The **Arcane Recovery** feature of Wizards allows them to regain expended spell slots during a short rest, granting them better endurance in prolonged encounters.
    The **Rage** feature of Barbarians grants them resistance to bludgeoning, piercing, and slashing damage, making them tough to take down in a fight.
    Clerics have the **Turn Undead** feature, which allows them to use their Channel Divinity to force undead creatures to flee or be destroyed.
    Monks have the **Deflect Missiles** feature, enabling them to catch and throw back incoming ranged weapon attacks.
    The **Divine Sense** feature of Paladins allows them to detect the presence of celestial, fiend, or undead creatures within 60 feet of them.
    The **Evasion** feature of Rogues grants them the ability to take no damage from an effect when they succeed on a Dexterity saving throw that would otherwise deal half damage.
    Sorcerers have the **Font of Magic** feature, which grants them a pool of Sorcery Points they can use to create spell slots or enhance their spells.
    The **Second Wind** feature of Fighters allows them to regain hit points by using a bonus action during combat.
    Paladins have the **Lay on Hands** feature, allowing them to heal wounds by touching the target and expending hit points from their pool.
    The **Rage** feature of Barbarians grants them a bonus to damage rolls when they attack with Strength-based melee weapons while in a rage.
    The **Jack of All Trades** feature of Bards grants them a bonus to all ability checks they aren't already proficient in, making them versatile problem-solvers.
    The **Rage** feature of Barbarians provides them resistance to bludgeoning, piercing, and slashing damage while they are raging.
    The **Fighting Style** feature allows Fighters and Paladins to choose a specialized combat style, such as Two-Weapon Fighting or Great Weapon Fighting.
    The **Shapechanger** feature of the Druid's Wild Shape ability allows them to assume the appearance of creatures they have seen.
    Warlocks have the **Eldritch Blast** cantrip, which allows them to shoot beams of crackling energy as a powerful ranged attack.
    Rangers have the **Primeval Awareness** feature, allowing them to sense the presence of aberrations, celestials, dragons, elementals, fey, fiends, and undead within a specific radius.
    The **Arcane Recovery** feature of Wizards allows them to regain expended spell slots during a short rest, giving them better endurance in prolonged encounters.
    The **Thieves' Cant** language is a secret language used by rogues and other sneaky characters to communicate covertly.
    The **Fighting Style** feature allows Fighters and Paladins to choose a specialized combat style, such as Two-Weapon Fighting or Great Weapon Fighting.
    The **Cunning Action** feature of Rogues allows them to take a Dash, Disengage, or Hide action as a bonus action during their turn, increasing their mobility.
    Druids have the **Wild Shape** feature, which allows them to transform into different animals, providing versatility and unique abilities.
    The **Extra Attack** feature grants fighters and other classes additional attacks during their Attack action, making them formidable in combat.
    The **Action Surge** feature of Fighters allows them to take an additional action on their turn, giving them the ability to unleash a flurry of attacks.
    The **Divine Smite** feature of Paladins lets them expend spell slots to deal extra radiant damage with their melee attacks.
    Druids have the **Wild Shape** feature, which allows them to transform into different animals, providing versatility and unique abilities.
    The **Arcane Recovery** feature of Wizards allows them to regain expended spell slots during a short rest, granting them better endurance in prolonged encounters.
    The **Rage** feature of Barbarians grants them resistance to bludgeoning, piercing, and slashing damage, making them tough to take down in a fight.
    Clerics have the **Turn Undead** feature, which allows them to use their Channel Divinity to force undead creatures to flee or be destroyed.
    Monks have the **Deflect Missiles** feature, enabling them to catch and throw back incoming ranged weapon attacks.
    The **Divine Sense** feature of Paladins allows them to detect the presence of celestial, fiend, or undead creatures within 60 feet of them.
    The **Evasion** feature of Rogues grants them the ability to take no damage from an effect when they succeed on a Dexterity saving throw that would otherwise deal half damage.
    Sorcerers have the **Font of Magic** feature, which grants them a pool of Sorcery Points they can use to create spell slots or enhance their spells.
    The **Second Wind** feature of Fighters allows them to regain hit points by using a bonus action during combat.
    Paladins have the **Lay on Hands** feature, allowing them to heal wounds by touching the target and expending hit points from their pool.
    The **Rage** feature of Barbarians grants them a bonus to damage rolls when they attack with Strength-based melee weapons while in a rage.
    The **Jack of All Trades** feature of Bards grants them a bonus to all ability checks they aren't already proficient in, making them versatile problem-solvers.
    The **Rage** feature of Barbarians provides them resistance to bludgeoning, piercing, and slashing damage while they are raging.
    The **Fighting Style** feature allows Fighters and Paladins to choose a specialized combat style, such as Two-Weapon Fighting or Great Weapon Fighting.
    The **Shapechanger** feature of the Druid's Wild Shape ability allows them to assume the appearance of creatures they have seen.
    Warlocks have the **Eldritch Blast** cantrip, which allows them to shoot beams of crackling energy as a powerful ranged attack.
    Rangers have the **Primeval Awareness** feature, allowing them to sense the presence of aberrations, celestials, dragons, elementals, fey, fiends, and undead within a specific radius.
    The **Arcane Recovery** feature of Wizards allows them to regain expended spell slots during a short rest, giving them better endurance in prolonged encounters.
    The **Thieves' Cant** language is a secret language used by rogues and other sneaky characters to communicate covertly.
    Dungeons and Dragons 5th Edition (D&D 5E) was released in 2014, following the 4th Edition.
    The core rulebooks for D&D 5E are the Player's Handbook, Dungeon Master's Guide, and Monster Manual.
    D&D 5E introduces the Advantage/Disadvantage system, where you roll two d20s and take the higher or lower result.
    Wizards of the Coast is the publisher of Dungeons and Dragons.
    D&D 5E features a simplified set of rules compared to previous editions, making it more accessible to new players.
    The game uses a mix of dice types, including the iconic 20-sided die (d20), four-sided die (d4), and others.
    Characters in D&D 5E can belong to various races, such as Humans, Elves, Dwarves, Halflings, and Tieflings, among others.
    There are three primary classes in D&D 5E: Fighter, Rogue, and Wizard, each representing different archetypes.
    The fifth edition introduces the concept of **Backgrounds**, which add flavor and depth to a character's backstory.
    Monsters and creatures in the Monster Manual are categorized by challenge rating (CR), indicating their relative strength.
    D&D 5E introduces the concept of **bounded accuracy**, meaning bonuses and penalties are more limited to prevent extreme values.
    The adventure module **Lost Mine of Phandelver** is a popular starting point for new players and Dungeon Masters.
    In addition to the core rulebooks, there are numerous official supplements and adventure modules available for D&D 5E.
    D&D 5E features a **long rest** and **short rest** system, regulating how characters recover their abilities.
    Spellcasting classes use spell slots to cast spells, with different levels of slots granting access to more powerful spells.
    The iconic dragon Tiamat, the Queen of Evil Dragons, is one of the most powerful creatures in D&D 5E.
    Dungeons and Dragons has inspired numerous video games, books, and even a cartoon series.
    The rules for D&D 5E are covered under the Open Gaming License (OGL), allowing third-party publishers to create content for the system.
    The alignment system in D&D 5E categorizes characters' ethical and moral stances, including **Lawful Good** and **Chaotic Evil**.
    Rangers and Paladins are two classes in D&D 5E that draw their power from a divine source.
    Critical hits occur when you roll a natural 20 on an attack roll, dealing extra damage.
    Critical failures occur when you roll a natural 1 on an attack roll, often leading to unintended consequences.
    The concept of **feats** allows players to customize their characters further, gaining unique abilities and talents.
    **Inspiration** mechanic grants advantage to a player's roll when they role-play their character well or act in accordance with their personality traits.
    The Forgotten Realms is the default campaign setting for D&D 5E, a vast and diverse world with rich lore.
    The adventure **Curse of Strahd** features the infamous vampire lord Strahd von Zarovich as the main antagonist.
    Combat mechanics include actions, bonus actions, reactions, and movement.
    The ability scores in D&D 5E are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
    Warlocks in D&D 5E have a unique feature called **Pact Magic**, where they form a pact with a powerful entity granting them magical abilities.
    The **Volo's Guide** series introduces additional player options, along with insights into various monster races.
    D&D 5E introduces the concept of **Legendary Actions** for powerful creatures, allowing them to act outside their regular turn.
    The **Xanathar's Guide to Everything** supplement adds new subclasses, spells, and expanded rules for D&D 5E.
    The **Tomb of Annihilation** adventure takes place in the jungle-covered peninsula of Chult, where death curses and undead roam freely.
    In D&D 5E, a critical hit with a natural 20 on a death saving throw immediately stabilizes a dying character.
    Monks are martial artists in D&D 5E who can harness their Ki to perform extraordinary feats.
    Dungeons and Dragons has an official organized play system called Adventurers League, allowing players to participate in events worldwide.
    Warriors in D&D 5E can use the **Action Surge** feature to take an additional action on their turn.
    The **Elemental Evil Player's Companion** added new spells and races related to elemental forces.
    The **Acquisitions Incorporated** sourcebook brings the zany world of Penny Arcade's webcomic into D&D 5E.
    In D&D 5E, **Darkvision** is a common racial ability that allows characters to see in low-light conditions.
    The adventure **Storm King's Thunder** features giant-themed conflicts and explores the world of giantkin.
    **War Caster** feat allows spellcasters to perform somatic components while holding weapons or shields.
    The **Eberron: Rising from the Last War** sourcebook introduces the magical steampunk world of Eberron to D&D 5E.
    In D&D 5E, the **Wild Magic** sorcerous origin allows for unpredictable and chaotic spellcasting.
    The **Mordenkainen's Tome of Foes** supplement details various new monsters, including demons and devils.
    **Death Saving Throws** mechanic determines a character's fate when they are dying.
    The **Out of the Abyss** adventure delves into the Underdark, home to dangerous creatures and dark secrets.
    **Spellcasting Focus** allows spellcasters to use specific items as conduits for their spells.
    The **Waterdeep: Dragon Heist** adventure revolves around a treasure hunt in the city of Waterdeep.
    Druids can shape-shift into animals using the **Wild Shape** ability.
    The **Rise of Tiamat** adventure is the sequel to **Hoard of the Dragon Queen** and focuses on stopping the Dragon Queen's plans.
    D&D 5E has a **Skills** system that allows characters to specialize in certain areas of expertise.
    The **Ghosts of Saltmarsh** adventure combines nautical adventures with swashbuckling fun.
    In D&D 5E, characters can take a **Dodge** action to gain advantage on Dexterity saving throws.
    The **Descent into Avernus** adventure takes players into the first layer of the Nine Hells in pursuit of power.
    The **Feats for Skills** variant rule allows players to use feats to gain proficiency in skills.
    **Counterspell** allows spellcasters to interrupt and negate incoming spells.
    The **Tasha's Cauldron of Everything** supplement introduces **Custom Lineages**, allowing players to build unique races.
    In D&D 5E, **Turn Undead** is a core ability for Clerics that can repel or destroy undead creatures.
    The **Explorer's Guide to Wildemount** brings the world of Critical Role's campaign setting into D&D 5E.
    In D&D 5E, players can attempt to **Grapple** opponents to restrain their movement.
    The **Mythic Odysseys of Theros** sourcebook introduces the world of Theros, inspired by Greek mythology.
    The **Eldritch Invocations** available to Warlocks provide them with unique and powerful abilities.
    **Silent Image** spell allows illusionists to create visual illusions.
    The **Icewind Dale: Rime of the Frostmaiden** adventure takes place in the icy and dangerous region of Icewind Dale.
    In D&D 5E, **Polymorph** allows spellcasters to transform creatures into other forms.
    The **Princes of the Apocalypse** adventure focuses on battling the elemental cults threatening the land.
    **Bardic Inspiration** feature allows Bards to bolster their allies' abilities with music and words of encouragement.
    The **Gloom Stalker** Ranger archetype excels in stealth and shadowy environments.
    In D&D 5E, **Detect Magic** allows spellcasters to sense magical auras in their vicinity.
    The **Artificer** class, featured in **Eberron: Rising from the Last War**, excels at crafting and invention.
    In D&D 5E, **Mirror Image** creates illusory duplicates to confuse and evade attackers.
    The **Guildmasters' Guide to Ravnica** sourcebook brings the plane of Ravnica from Magic: The Gathering into D&D 5E.
    In D&D 5E, **Disguise Self** enables characters to change their appearance temporarily.
    The **Rune Knight** Fighter archetype introduced in **Tasha's Cauldron of Everything** harnesses ancient runes to enhance their abilities.
    In D&D 5E, **Pass Without Trace** helps parties move stealthily through various environments.
    The **Oath of Vengeance** is a Paladin archetype focused on pursuing and punishing evildoers.
    **Invisibility** spell makes characters invisible to the naked eye.
    The **Clockwork Soul** Sorcerer origin featured in **Tasha's Cauldron of Everything** taps into the magic of mechanisms.
    In D&D 5E, **Detect Thoughts** allows spellcasters to probe the minds of others for information.
    The **Horizon Walker** Ranger archetype explores and protects various planes of existence.
    In D&D 5E, **Feather Fall** slows the descent of falling characters, preventing damage.
    The **Way of the Kensei** Monk tradition hones mastery with weapons and combat.
    **Arcane Eye** spell creates an invisible eye that can scout distant locations.
    The **Path of the Ancestral Guardian** Barbarian subclass is connected to their ancestors' spirits.
    In D&D 5E, **Fireball** is a classic spell that deals explosive fire damage to foes.
    The **College of Swords** Bard tradition excels in melee combat and swordplay.
    **Mage Hand** spell summons an invisible hand to manipulate objects at a distance.
    The **Beast Master** Ranger subclass allows players to bond with and command a loyal animal companion.
    In D&D 5E, **Haste** grants additional actions and movement speed to a single target.
    The **College of Whispers** Bard tradition specializes in espionage and manipulation.
    **Healing Word** spell allows players to heal allies from a distance.
    The **Swarmkeeper** Ranger archetype featured in **Tasha's Cauldron of Everything** connects with nature's swarming creatures.
    In D&D 5E, **Animate Dead** enables necromancers to reanimate corpses as obedient undead.
    The **Path of the Zealot** Barbarian tradition is focused on divine fury and resilience.
    **Fly** spell grants characters the ability to soar through the air.
    The **Circle of the Shepherd** Druid tradition is attuned to the spirits of nature and their protection.
    In D&D 5E, **Blink** allows spellcasters to phase between the Material and Ethereal Planes.
    The **Way of the Drunken Master** Monk tradition emulates the fluid and unpredictable movements of a drunkard.
    **Spirit Guardians** spell summons protective spirits that harm enemies.
    The **Circle of Dreams** Druid tradition focuses on healing and traversing the realms of dreams.
    In D&D 5E, **Magic Missile** automatically hits its target and deals force damage.
    The **Fathomless** Warlock patron, featured in **Tasha's Cauldron of Everything**, is connected to the mysteries of the deep ocean.
    **Speak with Dead** allows spellcasters to converse with deceased individuals.
    The **Circle of the Stars** Druid tradition connects with the constellations and celestial powers.
    In D&D 5E, **Shield** provides a temporary boost to a character's Armor Class.
    The **Genie** Warlock patron featured in **Tasha's Cauldron of Everything** forms a pact with a powerful genie.
    **Hold Person** spell can paralyze humanoid creatures.
    The **College of Eloquence** Bard tradition excels in persuasive speech and oration.
    In D&D 5E, **Revivify** can bring recently deceased characters back to life.
    The **Order of Scribes** Wizard tradition, introduced in **Tasha's Cauldron of Everything**, commands a magical sentient script.
    **Charm Person** spell can influence a target's emotions and actions.
    The **Path of the Astral Self** Monk tradition projects an astral self with special abilities.
    In D&D 5E, **Command** compels a creature to follow a one-word command.
    The **Circle of Wildfire** Druid tradition wields the power of destructive flames.
    **Faerie Fire** outlines targets in bright light, granting advantage on attack rolls against them.
    The **Armorer** Artificer subclass featured in **Tasha's Cauldron of Everything** dons magical armor.
    In D&D 5E, **Crown of Madness** compels a creature to attack its allies.
    The **Fey Wanderer** Ranger archetype connects with the mystical power of the Feywild.
    **Guiding Bolt** launches a radiant bolt of energy to strike enemies.
    The **Undead Warlock** patron featured in **Van Richten's Guide to Ravenloft** connects with the forces of death and undeath.
    In D&D 5E, **Detect Poison and Disease** identifies harmful substances or illnesses.
    The **Fey Touched** feat from **Tasha's Cauldron of Everything** grants additional spells and a boost to an ability score.
    **Acid Arrow** spell inflicts ongoing acid damage on a target.
    The **Genius** feat from **Tasha's Cauldron of Everything** grants expertise in two skills or tools.
    In D&D 5E, **Spirit Shroud** grants additional damage and spectral effects to weapon attacks.
    The **Dragonhide** feat from **Tasha's Cauldron of Everything** provides natural armor and resistance to a damage type.
    **Eldritch Claw Tattoo** from **Tasha's Cauldron of Everything** allows Warlocks to summon spectral claws.
    The **Metamagic Adept** feat from **Tasha's Cauldron of Everything** grants additional Metamagic options to Sorcerers.
    In D&D 5E, **Shadow Touched** from **Tasha's Cauldron of Everything** grants additional spells and darkvision.
    The **Dragon Wings** feat from **Tasha's Cauldron of Everything** provides wings and a flying speed.
    **Bladesinger Initiate** feat from **Tasha's Cauldron of Everything** allows non-Elves to learn the Bladesinger tradition.
    The **Chef** feat from **Tasha's Cauldron of Everything** grants proficiency with cook's utensils and healing food.
    In D&D 5E, **Bountiful Luck** from **Xanathar's Guide to Everything** allows Halflings to share their luck with others.
    The **Revenant Blade** feat from **Xanathar's Guide to Everything** grants the ability to dual-wield with two-handed weapons.
    **Shadow Magic** from **Xanathar's Guide to Everything** allows Sorcerers to summon darkness and manipulate shadows.
    The **Beguiling Influence** invocation from **Xanathar's Guide to Everything** grants expertise in Deception and Persuasion.
    In D&D 5E, the **Crossbow Expert** feat allows characters to ignore the loading property of crossbows and attack in close quarters.
    The **Tasha's Otherworldly Guise** invocation from **Tasha's Cauldron of Everything** grants a Spectral Mage Armor.
    **Curving Shot** from **Tasha's Cauldron of Everything** allows Archers to redirect missed shots.
    The **Telekinetic** feat from **Tasha's Cauldron of Everything** grants telekinetic abilities to move objects with your mind.
    In D&D 5E, the **Dreadful Word** invocation from **Tasha's Cauldron of Everything** frightens your enemies with a booming voice.
    The **Slasher** feat from **Tasha's Cauldron of Everything** inflicts penalties on a target after landing a melee attack.
    **Artillerist** Artificer specialization allows for the creation of powerful Eldritch Cannons.
    The **Spell Sniper** feat allows characters to double the range of their spells and ignore cover when casting.
    In D&D 5E, the **Sentinel** feat allows characters to make opportunity attacks against creatures they hit who try to flee.
    The **Martial Adept** feat from **Xanathar's Guide to Everything** grants superiority dice and combat maneuvers to non-Battle Masters.
    **Circle of Spores** Druid tradition embraces the cycle of life and death.
    The **Ancestral Protector** feature of the Path of the Ancestral Guardian Barbarian subclass protects allies from harm.
    In D&D 5E, the **Astral Projection** spell allows characters to leave their bodies and travel to other planes of existence.
    The **Sneak Attack** feature allows Rogues to deal extra damage when they have an advantage or an ally nearby.
    **Cone of Cold** spell deals massive cold damage to all creatures in its area of effect.
    The **Divine Sense** ability allows Paladins to detect the presence of celestial, fiendish, or undead creatures.
    In D&D 5E, **Counterspell** allows spellcasters to attempt to interrupt and negate incoming spells.
    The **Helm of Teleportation** magic item allows characters to teleport themselves and others to different locations.
    **Create Undead** spell enables necromancers to raise undead servants from corpses.
    The **Otiluke's Resilient Sphere** spell encases a creature in a protective sphere, rendering them invulnerable but immobile.
    In D&D 5E, **Dimension Door** allows spellcasters to teleport themselves and others to a different location.
    The **Eye of Vecna** is a powerful and infamous artifact with a dark history.
    **Boots of Speed** magic item grants the wearer increased movement speed.
    The **Tome of Understanding** raises a character's Wisdom score when read, enhancing their insight and intuition.
    In D&D 5E, the **Deck of Many Things** is a magical item that can bring great fortune or terrible consequences.
    The **Rod of Absorption** magic item allows characters to absorb and store incoming spell energy for later use.
    **Tome of Leadership and Influence** raises a character's Charisma score, improving their ability to lead and persuade.
    The **Hand of Vecna** is another infamous artifact with immense power, but at a terrible cost.
    In D&D 5E, the **Deck of Illusions** is a magical item that creates illusions of creatures when cards are drawn.
    The **Ring of Spell Turning** magic item grants the ability to reflect certain incoming spells back at the caster.
    **Tome of Clear Thought** raises a character's Intelligence score, enhancing their intellect and problem-solving abilities.
    The **Mask of Many Faces** invocation from **Xanathar's Guide to Everything** grants the ability to cast **Disguise Self** at will.
    In D&D 5E, the **Robe of Stars** magic item creates starry spell projectiles and can open portals to the Astral Plane.
    The **Rod of the Pact Keeper** magic item grants bonuses to Warlocks' spell attack rolls and spell save DCs.
    **Manual of Bodily Health** raises a character's Constitution score, improving their stamina and health.
    The **Eldritch Invocation: Agonizing Blast** adds a character's Charisma modifier to their **Eldritch Blast** damage.
    In D&D 5E, the **Wand of Wonder** magic item creates unpredictable magical effects when used.
    The **Rod of Rulership** magic item allows characters to command and influence others.
    **Manual of Gainful Exercise** raises a character's Strength score, enhancing their physical power and athleticism.
    The **Eldritch Invocation: Devil's Sight** grants darkvision up to 120 feet and the ability to see through magical darkness.