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# Welcome to your next campaign binder! ## Overview on Creating GMBinder uses markdown for its content. To learn about Markdown and its supporting syntax, check this out:
In addition, GMBinder allows for HTML content within your document. However, "User Beware" warnings apply. Especially now in this early stage. Using HTML for things like images and links is pretty safe. However, structured HTML like divs, tables, etc, may have undesired consequences. ## GMBinder Specific ### Page Breaks * Using `\pagebreak` will result in a page break * Using `\pagebreakNum` will result in a page break and a page number ### Links * Internal Links - Press Ctrl+Space to get a list of all of your document's headers. Press tab on one to insert the link into your document. ie: [Welcome to your next campaign binder!](#welcome-to-your-next-campaign-binder) * External Links - Using the standard markdown link syntax with an external URL will result in a link that opens a new tab. ie: [Staff of Darkening](https://www.dndbeyond.com/magic-items/29957-staff-of-anti-thunder-and-darkening) * If you would like the actual URL to show in your external link, a simple solution is to simply wrap it with < and >. ie:
### Table of Contents In the menu above, you'll see a Table of Contents for your document. ### Images There are a couple ways you can place images. If you would like something positioned like you see on this page, you will need to provide the appropriate styles to do so. For example: `
` If you would like to place an image in-line within your content, simply providing an image tag with an external URL will be sufficient. Do be aware that your images should be sized appropriately for the content.
### Wrapping to Column Two Sometimes you want your content in column 1 to be cut short and continue on to column 2. The simplest way to accomplish this is to use a div like so: `
` ### Footnotes This is an example of using html and built in styles to get a desired output. `
Part 1 | Introduction
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Part 1 | Tutorial
## Basic Editor Shortcuts ### Find and Replace * `Cmd+F` - Find * `Shift+Cmd+F` - Find & Replace ### Editing * `Cmd+Z` - Undo * `Cmd+Shift+Z` - Redo * `Cmd+D` - Remove current line * `Ctrl+U` - Uppercase current selection * `Ctrl+Shift+U` - Lowercase current selection ### Content Folding * `F2` - Fold / Unfold a block of content * `Ctrl+Cmd+Alt+0` Fold everything * `Shift+Cmd+Alt+0` UnFold everything ### And Much More... * `Cmd+Alt+H` Shows all Editor Shortcuts \pagebreakNum # Ready. Set. Go! This is your playground. Feel free to remove this and the content above, or keep it around for a reference.
Part 2 | Your Introduction
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# 5e Conversion of Veins of the Earth
##### Sub-title
\pagebreakNum # Bestiary ___ > ## Alkalion >*Large monstrosity, unaligned* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 141 (22d10+22) > - **Speed** 50 ft., burrow 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|15 (+2)|13 (+1)|3 (-4)|12 (+1)|8 (-1)| >___ > - **Saving Throws** STR +6, DEX +5, CON +4 > - **Skills** Athletics +9, Perception +4, Stealth +8 > - **Senses** Darkvision 120 ft., Passive Perception 15 > - **Languages** -- > - **Challenge** 5 (1,800 XP) > ___ > > ***Alkahest.*** The universal solvent, this material drips from the alkalion's claws. Any nonmagical object that comes in contact with this substance corrodes. If object isn’t being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature and is not armor, the creature can make a DC 15 Dexterity saving throw to avoid the alkalion’s touch. If it is a weapon, then on a failure it takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. > >If object touched is armor or a shield, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. > > ***Extended Limbs.*** The alkalion's limbs stretch 15 feet. > > ***Keen Smell.*** The alkalion has advantage on Wisdom (Perception) checks that rely on smell. > > ***Light Sensitivity.*** While in light, the alkalion has disadvantage on attack rolls, initiative rolls, and Wisdom (Perception) checks that rely on sight. > > ***Pounce.*** If the alkalion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. > > ***Running Leap.*** With a 10 foot running start, the alkalion can long jump up to 40 feet. > > ### Actions > ***Multiattack.*** The alkalion makes two claw attacks. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 15 ft., one target. *Hit:* 14 (2d10+3) piercing damage. > > ***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 15 ft., one target. *Hit:* 10 (2d6+3) slashing damage plus 3 (1d6) acid damage. If the target is an object/weapon or is wearing armor/shield, see ***Alkahest*** above. > > ***Roar.*** All creatures within 120 ft. who can hear the roar must make a DC 15 Constitution saving throw or be paralyzed for 1d4 rounds. \pagebreakNum ## Anglerliche ### The Liche Use Necromancer from Volo's Guide to Monsters with following changes: * Speed is now 20 ft. * Replace Withering Touch with poisoned dagger. The fish wants to give the PCs a challenge, not kill them yet. * Remove Grime Harvest. * Spotting lure is DC 30 Wisdom (Perception) check. Alternatively, any evil NPC may be used for this role. ___ ___ > ## The Fish >*Huge aberration, chaotic evil* > ___ > - **Armor Class** 17 (Natural Armor) > - **Hit Points** 111 (12d12+26) > - **Speed** 0 ft., fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|9 (-1)|15 (+2)|18 (+4)|15 (+2)|18 (+4)| >___ > - **Saving Throws** CON +6, INT +8, WIS +6 > - **Skills** Arcana +8, Deception +12, History +8, Intimidation +8, Perception +6, Performance +12 > - **Damage Resistances** Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from nonmagical or nonsilvered weapons > - **Damage Immunities** poison > - **Condition Immunities** grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** Truesight 120 ft., Passive Perception 16 > - **Languages** Deep Speech, Telepathy 120 ft. > - **Challenge** 10 (5,900 XP) > ___ > > - ***Ethereal Jaunt.*** As a bonus action, the fish can magically shift from the Material Plane to the Ethereal Plane, or vice versa. > - ***Incorporeal Movement.*** The fish can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > ### Actions > ***Multiattack.*** The fish makes one bite attack and one lure attack. If unable to bite, replace with an additional lure attack. > > ***Lure.*** *Melee Weapon Attack:* +7 to hit, Reach/Range, one target. *Hit:* 12 (2d6+5) bludgeoning damage. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 16 (2d10+5) piercing damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and the remorhaz can’t bite another target. > > ***Swallow.*** The fish makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the fish, and it takes 21 (6d6) necrotic damage at the start of each of the fish’s turns. If creature’s hit points reach zero, their shrunken flaccid body appears on the fish’s underside. > > If the Fish takes 30 damage or more on a single turn from a creature inside it, the fish must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the fish. If the fish dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. > ### Legendary Actions > The fish can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The fish regains spent legendary actions at the start of its turn. > - ***Detect.*** The fish makes a Wisdom (Perception) check. > - ***Lure swipe.*** The fish makes one lure attack. > - ***Liche.*** If still intact, the liche takes an action. \pagebreakNum ## Antiphoenix \pagebreakNum ## Arachanopolis Rex According to Veins of the Earth, there is no upper limit on this creature's size. Feel free to scale it up as appropriate. Just remember that this things is really nasty if your players fail their saves. ___ ___ > ## Arachanopolis Rex >*Large swarm of Tiny beasts, unaligned* > ___ > - **Armor Class** 15 > - **Hit Points** 98 (15d10+15) > - **Speed** 15 ft., climb 15 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|8 (-2)|12 (+1)|2 (-4)|11 (+0)|4 (-3)| >___ > - **Skills** Stealth +4 > - **Damage Vulnerabilities** area-effects > - **Damage Resistances** Bludgeoning, Piercing, Slashing > - **Condition Immunities** Charmed, Frightneed, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned > - **Senses** Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10 > - **Languages** -- > - **Challenge** 6 (2,300 XP) > ___ > >***Assimilation.*** When the Arachanopolis Rex grapples a creature, the creature immediately gains the restrained condition (escape DC 15). That creature’s attack bonus is added to the Arachanopolis Rex’s. Only one creature can be grappled at a time. > > ***Light Sensitivity.*** When in light, the Arachanopolis Rex has disadvantage on attack rolls, initiative rolls, and Wisdom (Perception) checks that rely on sight. > > ***Pounce.*** If the Arachanopolis Rex moves at least 10 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 15 Dexterity (Athletics) check or be grappled. See ***Assimilation*** above. > > ***Regeneration.*** The Arachanopolis Rex regains 10 hit points at the start of its turn. If the Arachanopolis Rex takes acid or fire damage, this trait doesn’t function at the start of Arachanopolis Rex’s next turn. The Arachanopolis Rex dies only if it starts its turn with 0 hit points and doesn’t regenerate. > > ***Spider Blood.*** For each instance of melee piercing, bludgeoning, and slashing damage taken by the Arachanopolis Rex from 5 ft. away, spiders are freed from the structure and do 1d6 piercing damage to the attacker. > > ***Spider Climb.*** The Arachanopolis Rex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. > > ***Web Sense.*** While in contact with a web, the Arachanopolis Rex knows the exact location of any other creature in contact with the same web. > > ***Web Walker*** The Arachanopolis Rex ignores movement restrictions caused by webbing. > > ### Actions > ***Multiattack.*** The Arachanopolis Rex makes two bite attacks > > ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit* 9 (1d8+4) piercing damage plus 3 (1d6) poison damage and the target must make a DC 15 Constitution saving throw or target’s Constitution score is reduced by 1d4. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a long rest. > > ***Spit.*** *Ranged Weapon Attack:* +4 to hit, range 30/60 ft., one target. *Hit* 2 (1d6-2) poison damage and the target must make a DC 15 Constitution saving throw or target’s Constitution score is reduced by 1d4. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a long rest. \pagebreakNum ## Archean ___ > ## Archean >*Medium plant, neutral* > ___ > - **Armor Class** 15 > - **Hit Points** 71-85 > - **Speed** 10 ft.. climb 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|Str (Mod)|Dex (Mod)|Con (Mod)|19 (+4)|Wis (Mod)|Cha (Mod)| >___ > - **Saving Throws** saving_throws > - **Skills** Arcana, History, Medicine, Nature, Perception, Religion > - **Damage Vulnerabilities** damage_vulnerabilities > - **Damage Resistances** Resistances > - **Damage Immunities** Damage_Immunities > - **Condition Immunities** condition_Immunities > - **Senses** Senses > - **Languages** Languages > - **Challenge** 3 (700 XP) > ___ > > ### Actions > ***Multiattack.*** The Creature Name makes Number and type of attacks > > ***Ability Description.*** *Attack Style:* Attack Bonus to hit, Reach/Range, one target. *Hit:* Damage Damage Type damage > > ***General Ability Description.*** General Attack Description