Survivors Guide to Hubmiiran

by discodecepticon

Search GM Binder Visit User Profile

-

Suvivor’s Guide to Hubmiiran

The Backstory

Hubmirran was a city of prosperity and peace where architecture, culture, and social organization thrived providing a utopia for all those who arrived at its hexagonal walls. Hub prided itself on being a metropolis in the old world of Midar, open and accepting to anyone from a farmer wishing to sell his cabbages to mages of grandeur cultivating the arcane arts. Midar had many lands, and nations with rulers and their respective kingdoms; however, there was no war, no monsters to slay, no dungeons to explore, no adventures to complete, and thus no adventurers. Even legendary creatures from the mightiest dragon to the simple owl bear became legends in the tales of bards. This was due to the rulers and governments of Midar who desired to create a peaceful world, and through their combined efforts unity was achieved and conflict had ended for centuries.

Villages, towns, and cities such as Hubmiiran flourished during this era as aqueducts and firearms were developed by master craftsmen, worshipers of the faiths increased in number, and the world had become socially advanced. Segregation and hatred between races had been eliminated as the eight races of Midar were able to reconcile and live together in harmony.

But on the day of the Transference everything changed for the city.

Citizens and travelers in Hub watched as their city was shifted through a dimensional rift. The arch mage, grand mages, and apprentices of sorcerers were unable to do anything as their precious magic torn from them. The essence of anyone who practiced magic as well as all magical items became mutilated and mutated into something disastrous as their bodies were obliterated while passing through the rift. This process decimated magic causing it and anyone who practiced it to be tore apart.

As Hubmiiran came to rest surrounded by an unfamiliar land, some people began to panic, some were paralyzed with the fear of impending doom, others crying over the loss of loved ones, and practitioners of the faiths praying to their respective gods to no avail. It was then that a voice was heard calming the masses and as the dust settled the avatar of Zephion appeared. The goddess of civilization, trade, and justice began to enlighten the people of Hubmiiran.

Zephion began to speak welcoming the city to Tiarmar, and describing the lack of civilization outside of Hub, she explained the presence of monsters and demons in this realm, and that anything they knew outside the gates did not make the journey with them into the new world. She claimed that this transfer was caused by a conflict among the gods. In the recent past, tension between the gods rose, and two factions began to form among the deities as the gods began to resent each other.

One of the factions of these gods wished to wipe the world clean of the old creation and remake existence in their own image. The others preferred to keep the world as it was. The struggle that ensued caused great destruction, leaving crypts, and ruins but none of the civilization remained. The gods realized quickly that existence would be destroyed if they continued to personally fight their battles. Soon an agreement was reached, the gods would use champions to try to exert their will over the other gods. Zephion had used much of her remaining power and pulled Hub into the new world to act as her champions.

The goddess then summoned powerful automated humanoid like machines made of metal, bolts and gears producing steam from their backs. Zephion proclaimed that these were the Steam-Bound and they would act as golem guards protecting Hubmiiran from outside threats, but that they had no souls they would be bound to the city unable to leave the hexagonal walls.

As the Goddess began to shine and disappear, she stated that the Hub would need people to lead them, people who they trusted to follow, and those who could maintain order. Zephion then pointed to a female in the crowd and stated that the city could be guided by her faith to reach prosperity once again. After saying these words holy light showered Hubmiiran and the avatar of Zephion disappeared. The citizens of Hub felt calm, hopeful, and empowered as they began to plan for their futures.

Realized that their provisions of food and water would not last forever, the most powerful and influential people in the city began the adventurer’s guild whose mission was to explore the surrounding region, seek out new allies, and secure outposts with the captain of the guard to maintain watch over these areas. In order to assist these adventurers, the woman chosen by Zephion and her followers began a church in Zephions name along with a market selling weapons and provisions.


Stories of old described adventurers as heroic warriors sent to complete quests, help those who could not help themselves, defend the innocent, and undertake great journeys to complete legendary tasks. This free lifestyle was unknown to the people of Hub, but there were those who stepped forward and demonstrated their bravery, courage, and desire to explore the wilderness. As the lives, and deaths of these heroes are remembered in the scribe’s guild, others became inspired to do the same. Thus, the story of Hubmiiran and its heroes began, discovering new races, battling demons, and trying to find a way back to their world; or at the very least, a place in this one.

BACKSTORY

Introduction

Hubmiiran is a WestMarches
style game played using the
Dungeons & Dragons 5th edition ruleset
by Wizards of the Coast.

Rules

  • Discodecepticon and Seaker's opinions on D&D supersedes all others (Including WotC employees) .
  • DON'T be a dick.
  • Participants must conduct themselves in a manner that is conducive to the enjoyment and safety of others.
  • Avoid excessively vulgar, sexual, or overly mature language and themes.
  • Follow the Dungeon Master's lead, avoid arguing over rules.
  • Let other players speak, avoid talking over others.
  • Avoid excessive cross-talk that is not relevant to the adventure being played.
  • Allow other players to get attention from the Dungeon Master.
  • Cheaters Will have their characters retired.

The Adventure So Far

The city of Hub needs farmland and some semblance of safety.


Your characters quest is to go outside the protective walls and clear the the surrounding landscape of danger.

Book Sources
DMG = Dungeon Master's Guide.
EE = Elemental Evil Player's Companion.
GGR = Guildmaster's Guide to Ravnica.
HH = Hubmiiran Homebrew.
MM = Monster Manual.
MO = Monsters of the Orient.
MTF = Mordenkainen's Tome of Foes.
OGA = One Grung Above.
PHB = Player's Handbook.
SCAG = Sword Coast Adventurer's Guide.
TP = The Tortle Package.
TB = Tome of Beasts.
UA = Unearthed Arcana.
VGM = Volo's Guide to Monsters.
XGE = Xanathar's Guide to Everything.
INTRODUCTION

How to Play in Hubmiiran

Getting a session going is a job for the players, as well as the DMs, and requires some free tools and resources (Discord, the 5e SRD, and an account with a virtual table top of your choice, as well as some optional paid resources (the 5e Core books).

Players

Create a Character in the Hubmiiran Roll20 using the rules from this document and the core books. All characters Must make sense in the context of the world.


Then

  • Check #rumor-board for DMs looking for players.
  • Create a post in #looking-for-group describing what your basic goal is, and where you would like to go on the map
  • If you want to go to an already explored area, be sure to check the #scribes-guild, as there may be some content that another party failed to complete, with treasure ready for the taking!

Once posted, work with any interested DMs and players to set a time to play, and then get adventuring!

Character Tiers

Characters in Hub are segregated based on their level.

All members of a party in a session must be within the same tier.

A level 2 character (Tier Zero) cannot adventure with a level 5 character (Tier Two).

Level Tiers
Tier Starting Level Ending Level
Tier Zero 1st level. 2nd level.
Tier One 3rd level. 4th level.
Tier Two 5th level. 8th level.
Tier Three 9th level. 12th level.
Tier Four 13th level. 16th level.
Tier Five 17th level. 20th level.

PVP

ALL players involved must consent to PVP type actions, or inciting actions are not performed.

This means that if someone else threatens PVP in retaliation of an action you want to preform, and you do not want to consent to PVP, then you do not preform the action.

These action include but are not limited to:

  • Stealing from a party member.
  • Attacking a party member.
  • Casting any spell on a party member.

Your DM should decide if something constitutes PVP.

Encumbrance

Hub uses the Variant Encumbrance rules from the DMG (p.176).


Use our Encumbrance Calculator.

Death

If you character dies and is not resurrected, make a post in #hall-of-the-dead on discord, and add [Deceased] to the end of the characters name on Roll20.

See Pinned messages in channel for example hall of the dead entry.

(DO NOT make a death post if you are resurrected.)

Resurrection

A character can be resurrected a maximum of 3 times using the spells Revivify, Raise Dead, or Resurrection.

This limitation does not apply to the Reincarnate (See Discodecepticon for new race.), True resurrection, or Wish spells.

After the Adventure

Update your character sheet on ALL platforms/ web pages.

Scribes Guild

Any knowledge gained on the adventure must be shared with the #scribes-guild Before any loot or experience awarded to characters counts as final.

After the adventure (not between each session) Your party must pick a player to make a post detailing what happened on the adventure.


A character that makes the scribes guild entry must have survived the adventure, as well have been on the adventure from the beginning.


After updating the guild with the story of your adventure, you will be rewarded with 6 Midari (The currency of the old world)

See Pinned messages in the channel for example scribes guild entry.

HOW TO PLAY IN HUBMIIRAN

Downtime

Acquiring Downtime

Characters receive 1 downtime days per 15 minutes played, as a reward for going on adventures

(Round to nearest)

Spending Downtime

Make a post in the #market-place channel on discord

See Pinned messages in channel for example

Activities

Crafting Mundane Items

Characters may spend their downtime crafting non-magical objects, including adventuring equipment, and weapons.

The character must be proficient, or have expertise with tools related to the object they are trying to create (typically artisan's tools). Character may use guild crafting facilities to create Items if they are at least proficient in the tools needed to create them.


For every day of downtime a character spends crafting, they can craft one or more items with a total market value not exceeding their crafting speed, and they must expend raw materials worth half the total market value.

If something a character wants to craft has a market value greater than their crafting speed, they make progress every day in increments equal to their crafting speed until they reach the full market value of the item.

  • Proficient characters crafting speed equals 25 gp per day (up to the full value) with a cost of %50 the value of the item.
  • Characters with proficiency may spend down time to assist other characters with crafting, adding 10 gp per day(up to the full value) to the crafting speed.

Crafting Consumable Magic Items

Consumable magic items like potions and scrolls cannot be crafted by players.

Crafting Magic Shards

Magic shards cannot be created, but the lowest level shards can be converted into each other.

  • You may turn one Common shard into 2 Basic shards for 2 down time days and 250gp

  • or 2 Basic shards into 1 Common shard for 2 down time days and 500gp

Rest, Recuperate & Repent

Resting: Your character spends some time relaxing.

  • 3 days and 100 gp- Gain Temp HP: Roll Hit Dice + Constitution Modifier.

Recuperating: Your character spends some time recovering from a debilitating injury, curse, disease, or poison.

  • 4 day and 25gp- You gain the benefits of the lesser restoration spell as if it had been cast with you as the target

  • 10 days and 200gp- You can choose one of the following results:

    • You gain the benefits of the greater restoration spell as if it had been cast with you as the target.
    • You gain the benefits of the regenerate spell as if it had been cast with you as the target.

Repenting: Your character spends some time atoning at a church or monastery

  • 15 days and 2500gp- Remove one divine curse from your character.

Working

A character my spend their downtime working a job or jobs.


A character that spends their day working for gold receives a base of:

2d6+2 gp if the job has something to do with the characters background or class,

and, +1d10+5 gp if the job would require a proficiency the character possesses,

or, +2d10+5 gp if the job would require an expertise the character possesses.


Talk to @HubBot#1030 in the #rolling channel on discord for an easy way to roll for work


Command Format

"Hey Gus, Work [X days] with [The level of work you're doing: Background or Class, Proficiency, Expertise]"


Example

"Hey Gus, Work for 5 days with proficiency." to work for 5 downtime days.

HOW TO PLAY IN HUBMIIRAN

Proficiency Training

A character may spend downtime learning a new Language or training with a Weapon, Instrument, or Vehicle.

  • An Instrument proficiency: 10gp/day - 40 days.
  • A Language (any you can learn): 40gp/day - 25 days.
  • A Simple Weapon proficiency: 80gp/day - 25 days.
  • A Martial weapon proficiency: 100gp/day - 40 days.
  • A Firearm proficiency: 200gp/day - 40 days.
  • A Vehicle proficiency: 100gp/day - 30 days.

Class Training

Starting at Tier One (level 3), characters can spend Downtime and gold to train with a Master in your class in order to gain experience.

  • 1 Downtime Day and 90gp to gain 30exp
  • 1 Downtime Day and 150gp to gain 50exp

Subclass Retraining

A character may retrain into a different subclass within their class in return for 250gp per level, 60 downtime days and one uncommon shard.

Acquiring New Spells

If your character may acquire spells via copying them into their spell book, they may do so in the library for 1 downtime day and 150gp, per spell level. (Level 9 spells cannot be learned in this way)

Optionally, a character may bypass the gold cost, if they have a wizards spell scroll by magically transferring the ink from the scroll onto a page of their spell book, the character must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. This still costs 1 downtime day per spell level.

Acquiring Beast shapes

Your druid character may learn any beast shapes from the Local Beasts Tables for free due to your familiarity with the animals found more commonly in the old world.


If your druid character wishes to gain beast shapes beyond those from the Local Beasts tables, they may do so from the Exotic Beasts Tables in exchange for 1 downtime day and 150gp, per CR of the beast (minimum cost of 1 downtime day and 150gp).

All other Wild Shape rules from the PHB apply.

Research

Characters may spend downtime researching in the library for 75gp per day.

  • 2 days- Your character researches a specific topic, be it a creature, NPC, location, idea, or item, for two days: Your character learns some things concerning the research topic (see a World Master or higher)
  • 7 days- Your character spends a week researching in the library, going where the books lead them, reading whatever they find interesting: You may ask a World Master one question about almost anything. The World Master may have you make a skill check depending on the question.
HOW TO PLAY IN HUBMIIRAN

Character Creation

The Basics

Stats

You Must use our point buy for stats.


Our point buy is NOT the normal 27 point buy, it is unique.

Feats?

ALL characters are given the option to take a feat at level one in exchange for 2 points removed from 1 ability score, or 1 point removed from 2 ability scores of their choice, and may choose to take a feat in place of Ability Score Improvements.

See page 24 for rules concerning what feats are allowed.

Ethics

ANY alignment is allowed, but you are expected to play to the fun of the party.

Be warned, there are repercussions for your actions.

HP

Average HP for every level after 1st.

Starting Level

Players with experience playing characters beyond level 3 in 5th edition may start at Tier One.

Characters

Non-Patrons may have a maximum of three main characters active at one time. (This restriction does not apply to temporary characters created for a specific adventure, and deleted at the adventures completion.)

New characters may be created at the lowest level of any tier a player has had a character achieve, provided the player has no other character in the tier at the time of creation.

Starting Level / Equipment
Tier Level Starting Equipment
Tier Zero 1st Level 1 Basic Shard, & Standard Class Gear.
Tier One 3rd Level 1 Basic shard, & Standard Class Gear.
Tier Two 5th Level 2 Basic shards, 1 Common shards,
& 1000gp & Standard Class Gear.
Tier Three 9th Level 4 Basic shards, 2 Common shards,
1 Uncommon shard, & 3000gp
& Standard Class Gear.
Tier Four 13th Level 4 Basic shards, 4 Common shards,
1 Uncommon shard, & 8000gp
& Standard Class Gear.
Tier Five 17th Level 4 Basic shards, 4 Common shards,
1 Uncommon shard, 1 Rare shard,
& 16000gp & Standard Class Gear.

You may substitute Standard Class Gear for Starting Wealth (PHB p.143).

Backgrounds

Due to the nature of Hubmiiran, and westmarches in general, some background features are either to powerful or grossly underwhelming.

Because of this, backgrounds in Hubmiiran lack any bonus background feature such as the Charlatan's False Identity feature, or the Outlander's Wanderer feature.

If you choose, you may modify an existing background, or create your own using the rules laid out in the PHB (p.125).

Languages

Languages are a kind of magic that functions independently of planes and dimensions.

The Common that is spoken by the people of Midar is the same Common spoken by the people of Tiarmar.


In order to learn some languages you must meet certain requirements: You are exempt from these requirements if you get one of the following languages from your race or class.

  • Abyssal: 16 INT, or Chaotic Evil / Neutral Evil aligned character.
  • Celestial: 16 INT or 16 WIS, or Good aligned character.
  • Deep Speech: 20 INT, or at least 14 INT and Great Old One Patron warlock, Ranger with Aberrations as Favored Enemy, or Eldritch Knight.
  • Druidic: Druids only or have the Magic Initiate feat and choose druid as the class.
  • Infernal: 16 INT, or Lawful Evil / Neutral Evil aligned character.
  • Sylvan: 16 INT, or Chaotic aligned character.

Spell Sources

Spells may be taken from any Official, Non-UA source.

Spell Source Books
EE = Elemental Evil Player's Companion.
GGR = Guildmaster's Guide to Ravnica.
PHB = Player's Handbook.
SCAG = Sword Coast Adventurer's Guide.
XGE = Xanathar's Guide to Everything.
HOW TO PLAY IN HUBMIIRAN

Races

Tiarmar is home to many races, most of which came from other worlds and planes after the gods and goddesses wiped the world.


Player character races are restricted to those listed in this chapter.

The Eight

Eight main races existed in the city of Hubmiiran when it was pulled into Tiarmar.

You may choose to play a character of any of the following main races originally from Hubmiiran.

Dwarves

The dwarves of Hub have no gender, although most that have significant dealings with other races have been known to pick up the habit of identifying as either male or female.

When the clan is in need a new generation, some dwarves are permitted to forge a child from stone, metal and precious gemstones. The infant grows in a geode for up to 27 months before it is cracked open using a ceremonial hammer. The characteristics of the child are dependent on the ingredients used, not the race of the parent, leading most clans to strictly enforce rules governing what ingredients parents are allowed to use when constructing a child.

There are three types of dwarves:


Duergar: SCAG (p.104), MTF (p.81). Duergar are

born of obsidian and gold or silver.
Hill Dwarves: PHB (p.20). Hill Dwarves are

born of granite and precious metals like gold or silver.
Mountain Dwarves: PHB (p.20). Mountain Dwarves are

born of granite and iron or steel.

Elves

WIP


Drow (Dark Elves): PHB (p.24).
Eladrin (Bright Elves): MTF (p.61).
Tethydrin (High Elves): PHB (p.23).
Aquadrin (Sea Elves): MTF (p.62).
Shadar-Kai (Grey Elves): MTF (p.62).
Aldadrin (Wood Elves): PHB (p.24).

Gnomes

The gnomes of Hub are just like those found in most other D&D worlds.

There are three types of gnome:


Deep Gnome: EE (p.5), MTF (p.113).
Forest Gnome: PHB (p.37).
Rock Gnome: PHB (p.37).

Goblinoids

Unlike in most worlds, in Hub the three types of goblins are all one race:


Bugbear: VGM (p.119). Born sterile, bugbears are very rare,

making up only one percent of the population.
Goblin: GGR (p.16), VGM (p.119). Where the race gets its

name, ninety percent of all goblinoids are goblins.
Hobgoblin: VGM (p.119). It’s impossible to tell a hob-

goblin from a goblin until adulthood.

Halflings

The halflings of Hub are just like those found in most other D&D worlds.

There are three types of halfling:


Ghostwise Halfling: SCAG (p.110).
Lightfoot Halfling: PHB (p.28).
Stout Halfling: PHB (p.28).

Humans

The humans of Hub are just like those found in most other D&D worlds (with one minor change).

There is only one type of human:


Standard Human: PHB (p.31).

Humans in Hubmiiran

Humans in Hub have the Skill Versatility trait in addition to the racial traits from the Player's Handbook.

  • Skill Versatility. You gain proficiency in two skills of your choice.

Orcs

The orcs of Hub are just like those found in most other D&D worlds.

There is only one type of orc:


Standard Orc: VGM (p.120).

Tortles

The tortles of Hub are just like those found in most other D&D worlds.

There is only one type of tortle:


Standard Tortle: TP (p.4).

RACES

Half Races

Only humans are able to breed with other races. While you may have been raised by parents of other races, one of your parents must have been human if you are a member of a Half-Race.

You may choose to play a character of any of the following hybrid races.

Half Elves

The half elves of Hub are just like those found in most other D&D worlds (with the addition of variant options).


Standard Half-Elf: PHB (p.39).
Variant Half-Elf:

Half-Elf Variants

Some half elves have another trait in place of the Skill Versatility trait. Your half-elf character can forgo Skill Versatility and instead take one of the following traits based on their elven parentage:

  • Drow (Dark Elf) descent: The elf's Keen Senses trait, or the dark elf's Drow Magic trait.
  • Eladrin (Bright Elf) descent: The elf's Keen Senses trait.
  • Tethydrin (High Elf) descent: The elf's Keen Senses trait, or the high elf's Cantrip trait.
  • Aquadrin (Sea Elf) descent: The elf's Keen Senses trait, or the sea elf's Child of the Sea trait.
  • Shadar-kai (Grey Elf) descent: The elf's Keen Senses trait.
  • Aldadrin (Wood Elf) descent: The elf's Keen Senses trait, or the wood elf's Mask of the Wild trait.

Half-Orcs

The half orcs of Hub are just like those found in most other D&D worlds. Standard Half-Orc: PHB (p.41).

RACES

Non-Races

Something long dormant in the bloodlines of some human families awakened at the moment Hubmiiran shifted into the new world. Many humans began to notice changes to their physical form in the weeks following the shift. Some took on a more angelic appearance, others began to look fiendish or draconic and a few started to take on aspects of the natural elements.

You may choose to play a character that was born human but has transformed into one of the following races.

Aasimar

  • Protector Aasimar: VGM (p.105)
  • Scourge Aasimar: VGM (p.105)
  • Fallen Aasimar: VGM (p.105)

Dragonborn

Metallic Ancestry

  • Brass Dragonborn: PHB (p.34)
  • Bronze Dragonborn: PHB (p.34)
  • Copper Dragonborn: PHB (p.34)
  • Gold Dragonborn: PHB (p.34)
  • Silver Dragonborn: PHB (p.34)

Chromatic Ancestry

  • Black Dragonborn: PHB (p.34)
  • Blue Dragonborn: PHB (p.34)
  • Green Dragonborn: PHB (p.34)
  • Red Dragonborn: PHB (p.34)
  • White Dragonborn: PHB (p.34)
Dragonborn in Hubmiiran

Dragonborn in Hub have a slightly boosted breath weapon instead of the one laid out in the PHB.

Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape. and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw. the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save. and half as much damage on a successful one. The damage increases to 4d6 at 6th level. 6d6 at 11th level, and 8d6 at 16th level.

After you use your breath weapon, you can't use it again until you complete a short or long rest.

Genasi

Tiefling

Diabolic Ancestry


Asmodeus: MTF (p.21).
Baalzebul: MTF (p.21).
Dispater: MTF (p.21).
Fierna: MTF (p.21).
Glasya: MTF (p.22).
Levistus: MTF (p.22).
Mammon: MTF (p.22).
Mephistopheles: MTF (p.23).
Zariel: MTF (p.23).

Demonic Ancestry


Abyssal: UA That Old Black Magic (p.1).

RACES

Unlocked Races

The adventurers of Hubmiiran have discovered cities of new and strange races in their exploration of the Tiarmar. Through diplomacy, some of these cities have allied with Hub-miiran, allowing a few of their more elite citizens to move to Hub and join the adventurers guild.


New races will be added as players explore the world and unlock them.

Beastfolk

The city of D'fur is located in a pocket dimension with an entrance relatively near Hubmiiran. The beastfolk of the city allied with Hub After a team of Hubmiiran adventurers slew the dragon guarding the entrance.

  • Mousefolk: HH.
  • Rabbitfolk: HH.
  • Ratfolk: HH.
  • Squirrelfolk: HH.

Races of Other Worlds

On occasion, aftershocks and echoes of the magic used to shift Hubmiiran into the new world result in small groups or individuals appearing in or near Hub from other worlds.

You may choose to play a character of any playable race listed below from a world other than Midar or Tiarmar (including those listed previously in this chapter, but excluding variant versions).

Alternatively characters from these races might be from Midar or from an area of Tiarmar near Hubmiiran (Get with Discodecepticon to work out details).


Aarakocra: EE (p.3).
Centaur: GGR (p.15).
Firbolg: VGM (p.106).
Goliath: EE (p.10).
Grung: OGA (p.4).
Kenku: VGM (p.110).
Kobold: VGM (p.119).
Lizardfolk: VGM (p.111).
Loxodon: GGR (p.17).
Minotaur: GGR (p.18).
Simic Hybrid GGR (p.20).
Tabaxi: VGM (p.113).
Triton: VGM (p.115).
Vedalken: GGR (p.21).
Yuan-ti Pureblood: VGM (p.120).

RACES

Classes
& Archetypes


In the wake of the Transference, your character heard the call for adventurers, joined the guild, and took up arms for the betterment of Hubmiiran.

You may make a character using any of the subclasses listed bellow.


All edits and changes to classes and subclasses in this document supersede any from other sources.

Multi-Classing

Multi-Classing is not expressly forbidden, but is also not allowed carte blanche.

The following restrictions apply to multi-classing in Hub:

  • Multi-class combos must be approved by discodecepticon.
  • Characters my not start with levels in multiple classes.
  • At most, a character may put levels into 2 classes.
CLASSES & ARCHETYPES

Barbarians

Primal Paths

Barbarians in Hubmiiran have the following subclass options.

Path of the Ancestral Guardian

XGE (p.9).

Path of the Battlerager

SCAG (p.121).


The elite front line tunnel fighters in Dwarven society, Battleragers are always the first into, and the last out of battle.


Only Dwarves can follow the Path of the Battlerager, and only Battleragers are given license to own or use Spiked Armor.

Path of the Berserker

PHB (page 49).

Path of the Storm Herald

XGE (p.10).

Path of the Totem Warrior

PHB (p.50), SCAG (p.121), and HH.


If you follow the Path of the Totem, you have access to the spirit totems presented here, as described in the Player's Handbook, Sword Coast Adventurer's Guide, and Hubmiiran Totem Spirits document.

  • Bear.
  • Eagle.
  • Wolf.
  • Elk.
  • Tiger.
  • Boar.
  • Shark.
  • Snake.

Path of the Zealot

XGE (p.11).


Vammir, Datos, and Syhaphany are the gods that are most likely to inspire zealots in Hub.


The following modifications have been made to the Path of the Zealot for balance or flavor purposes.

Warrior of the Gods

Being resurrected within one minute of your death does not count against the resurrection limit set in Hub.

Bards


The following modifications have been made to the Bard class for balance or flavor purposes.

Additional Proficiencies

Weapons: Concealed Blade.

Bard Colleges

Bards in Hubmiiran have the following subclass options.

College of Fools

HH.

College of Glamour

XGE (p.14).

College of Lore

PHB (p.54).

College of the Maestro

HH.

College of Mimicry

HH.

College of Silence

HH.

College of Swords

XGE (p.15).

College of Valor

PHB (p.55).

College of Whispers

XGE (p.16).

CLASSES & ARCHETYPES

Clerics


The following modifications have been made to the Cleric class for balance or flavor purposes.

Additional Proficiencies

Armor: Tower shield.
Weapons: Blunderbuss. Shotgun.

Divine Domains

Clerics in Hubmiiran have the following subclass options.


See Appendix C for information on deities.

Arcana Domain

SCAG (p.125).


Tunglaru is the deity of the Arcana domain in Hub.

Death Domain

DMG (p.96).


Clerics of the Death Domain do not get their power from a deity...


(You must have explicit permission from discodecepticon in order to play as a Cleric of the Death Domain.)

Forge Domain

XGE (p.18).


Apohr is the deity of the Forge domain in Hub.

Grave Domain

XGE (p.19).


Rimbris is the deity of the Grave domain in Hub.

Knowledge Domain

PHB (p.59).


Quelduan is the deity of the Knowledge domain in Hub.

Life Domain

PHB (p.60).


Syphahany is the deity of the Life domain in Hub.

Light Domain

PHB (p.60).


Datos is the deity of the Light domain in Hub.

Nature Domain

PHB (p.61).


Diara is the deity of the Nature domain in Hub.

Order Domain

GGR (p.25).


Zephion is the deity of the Order Domain in Hub

Tempest Domain

PHB (p.62).


Velara is the deity of the Tempest domain in Hub.

Trickery Domain

PHB (p.62).


Alousis is the deity of the Trickery domain in Hub.

War Domain

PHB (p.63).


Vammir is the deity of the War Domain in Hub.

Druids

The following modifications have been made to the Druid class for balance or flavor purposes.

Wild Shape

You may gain any beast shapes from the local beasts Tables for free.

Any beast shapes on the Exotic Beasts Tables must be gained using Downtime.

Druid Circles

Druids in Hubmiiran have the following subclass options.

Circle of Dreams

XGE (p.22).

Circle of the Fountain

HH.

Circle of the Land

PHB (p.68).

Circle of the Moon

PHB (p.69).

Circle of the Shepherd

XGE (p.23).

Circle of Spores

GGR (p.26).

CLASSES & ARCHETYPES

Fighters

The following modifications have been made to the Fighter class for balance or flavor purposes.

Additional Proficiencies

Armor: Tower shield.
Weapons: Firearms (excluding Expert)

Additional Fighting Styles for
Fighters

The following new options for the Fighting Style feature are available to Fighters in addition to those offered in the Player's Handbook.

Boxer

Your unarmed strikes have both the finesse and light properties and deal 1d4 bludgeoning damage. This damage increases to 1d6 at level 8, and 1d8 at level 15. At 6th level your unarmed strikes count as magical for the purpose of overcoming none magical damage resistances.

Bruiser

When you damage a creature with a club, Greatclub, mace, flail, maul, or warhammer, their speed is reduced by 10 feet until they regain hit points. The effect of this feature is not cumulative with itself.

Hand and a Half

You gain a +1 to attack and damage rolls on attacks you make with a versatile weapon wielded with two hands, and you can don or doff a shield as a bonus action.

Lasher

When you use a whip, its damage die increases from 1d4 to 1d6, and whenever you use your reaction to make an opportunity attack with a whip against an opponent and hit, you may choose to knock them prone as part of the attack.

Additionally, You may use the reach of the whip for simple object manipulation without needing to make a check (pulling a lever, Closing a door, etc).

Longarm

If a weapon has both the two-handed, and reach properties you may choose to ignore the two handed property and reduce the damage die size by one (Example: The damage die of a glaive would change from a d10 to a d8), and Javelins, Spears, and Tridents gain the reach property when you wield them.

Mariner

As long as you are not wearing armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and your AC equals 13 + your Dexterity modifier.

Musketeer

As long as you are wielding a melee weapon in one hand, you do not require a free hand to reload light firearms. Additionally when you reload or attack with a light firearm you may use your reaction to make one melee attack.

Riot Control

You may use your reaction to make an attack against an opponent that moves 20 feet or more toward you or a friendly creature.

Run and Gun

When you use the attack action to make only ranged attacks you may use your bonus action to move up to half your movement speed.

Skirmisher

When you make a ranged weapon attack with a thrown weapon, you can choose to immediately draw one weapon with the thrown property as part of the attack. Additionally, whenever an opponent ends their turn within 10 feet of you, you may use your reaction to move 5 feet without provoking opportunity attacks

Tank

As long as you are not surprised when you roll initiative you gain temporary hit points equal to two times your proficiency bonus.

Tunnel Fighter

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach, and once per turn you can make an opportunity attack without using your reaction.

Martial Archetypes

Fighters in Hubmiiran have the following subclass options.

Arcane Archer

XGE (p.28).

Battle Master

PHB (p.73).

Cavalier

XGE (p.30).

Champion

PHB (p.72).

Eldritch Knight

PHB (p.74).

Gunslinger

HH.


For a list of usable firearms use the Hub Firearms Table, not the table in the Gunslinger document.

CLASSES & ARCHETYPES

Purple Dragon Knight (Banneret)

SCAG (p.128).


Although they share a name, the Cormyr that exists in Midar is a not the same place as the Cormyr of the Forgotten Realms.

If you choose, you may play a character with this subclass that is not from Cormyr. If you do so, you are considered a Banneret not a Purple Dragon Knight.

Samurai

XGE (p.31).

Monks

The following modifications have been made to the Monk class for balance or flavor purposes.

Additional Proficiencies

Weapons: Flintlocks.

Monastic Traditions

Monks in Hubmiiran have the following subclass options.

Way of the Chained Will

HH.

Way of the Drunken Master

XGE (p.33).


The following modifications have been made to the Way of the Drunken Master for balance or flavor purposes.

Drunken Technique

Additionally: When a creature tries to grapple you and fails, you may use a reaction to attempt to grapple the creature.

Intoxicated Frenzy

Additionally: creatures hit by you while using this ability have disadvantage on attacks rolls made against you until the start of your next turn.

Way of the Four Elements (Remastered)

HH.

Way of the Gun Kata

HH.

Way of the Kensei

XGE (p.34).

Way of the Long Death

SCAG (p.130).

Way of the Open Hand

PHB (p.79).

Way of Shadow

PHB (p.80).


The following modification has been made to the Way of Shadow for balance or flavor purposes.

Shadow Step

Additionally: When you shadow step you can spend 1 ki to create a smoke effect at at your position until the end of your turn. While in the smoke effect you are considered to be in dim light for the purpose of Shadow Step.

Way of the Sun Soul

SCAG (p.131), or XGE (p.35).

Way of Tranquility

HH.

Paladins

The following modifications have been made to the Paladin class for balance or flavor purposes.

Additional Proficiencies

Armor: Tower shield.

Additional Fighting Styles for
Paladins

The following new options for the Fighting Style feature are available to Paladins in addition to those offered in the Players Handbook.

Hand and a Half

You gain a +1 to attack and damage rolls on attacks you make with a versatile weapon wielded with two hands, and you can don or doff a shield as a bonus action.

Longarm

If a weapon has both the two-handed, and reach properties you may choose to ignore the two handed property and reduce the damage die size by one (Example: The damage die of a glaive would change from a d10 to a d8), and Javelins, Spears, and Tridents gain the reach property when you wield them.

Riot Control

You may use your reaction to make an attack against an opponent that moves 20 feet or more toward you or a friendly creature.

Spiteful

When you use your divine smite class feature, you may increase the damage the feature deals by your charisma modifier.

CLASSES & ARCHETYPES

Skirmisher

When you make a ranged weapon attack with a thrown weapon, you can choose to immediately draw one weapon with the thrown property as part of the attack, and whenever an opponent ends their turn within 10 feet of you, you may use your reaction to move 5 feet without provoking opportunity attacks.

Tank

As long as you are not surprised when you roll initiative you gain temporary hit points equal to two times your proficiency bonus.

Tunnel Fighter

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, once per turn you can make opportunity attacks against creatures that leave your melee range without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Sacred Oaths

Paladins in Hubmiiran have the following subclass options.

Oath of the Ancients

PHB (p.86).

Oathbreaker

DMG (p.97).


The following modifications have been made to the Oathbreaker Paladin for balance or flavor purposes.

Divine Smite

Your Smite damage is Necrotic.


(You must have direct permission from discodecepticon to play an Oathbreaker Paladin. Normally breaking your oath is a retirement scenario.)

Oath of Conquest

XGE (p.37).

Oath of the Crown

SCAG (p.132).

Oath of Devotion

PHB (p.85).

Oath of Redemption

XGE (p.38).

Oath of Silence

HH.

Oath of Vengeance

PHB (p.87).

Rangers

The following modifications have been made to the Ranger class for balance or flavor purposes.

Additional Proficiencies

Weapons: Firearms (excluding Expert)

Additional Fighting Styles for
Rangers

The following new options for the Fighting Style feature are available to Rangers in addition to those offered in the Players Handbook.

Hand and a Half

You gain a +1 to attack and damage rolls on attacks you make with a versatile weapon wielded with two hands, and you can don or doff a shield as a bonus action.

Lasher

When you use a whip, its damage die increases from 1d4 to 1d6, and whenever you use your reaction to make an opportunity attack with a whip against an opponent and hit, you may choose to knock them prone as part of the attack.

Additionally, You may use a whip to interact with, and pick up objects within your range that weigh no more than 10 lbs, to do so you must make a Dexterity (Sleight of Hand) check versus a DC determined by the DM.

Mariner

As long as you are not wearing armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and your AC equals 13 + your Dexterity modifier.

Riot Control

You may use your reaction to make an attack against an opponent that moves 20 feet or more toward you or a friendly creature.

Run and Gun

When you use the attack action to make only ranged attacks you may use your bonus action to move up to half your movement speed.

Skirmisher

When you make a ranged weapon attack with a thrown weapon, you can choose to immediately draw one weapon with the thrown property as part of the attack, and whenever an opponent ends their turn within 10 feet of you, you may use your reaction to move 5 feet without provoking opportunity attacks.

Trapper

You may place hunting traps as a bonus action, and the saving throw / escape DCs of hunting traps, ball bearing, and nets you use increases by an amount equal to your proficiency bonus.

Additionally, you have advantage on checks to hide hunters traps you have placed.

CLASSES & ARCHETYPES

Ranger Archetypes

Rangers in Hubmiiran have the following subclass options.

Beast Master

PHB (p.93).


The following modifications have been made to the Beast Master for balance or flavor purposes.

Rangers Companion

Over the course of a long rest you may perform a ritual with your beast companions body as the target to return the beast to life.

Exceptional Training

Your beast companion's attacks benefit from your Hunter's Mark.

Gloom Stalker

XGE (p.41).

Horizon Walker

XGE (p.42).

Hunter

PHB (p.93).

Monster Slayer

XGE (p.43).

Rogue:

The following modifications have been made to the Rogue class for balance or flavor purposes.

Additional Proficiencies

Weapons: Concealed Blade, flintlocks, pistols, sleeveguns.

Roguish Archetypes

Rogues in Hubmiiran have the following subclass options.

Arcane Trickster

PHB (p.97).

Assassin

PHB (p.97).

Inquisitive

XGE (p.45).

Mastermind

SCAG (p.135), or XGE (p.46).

Scout

XGE (p.47).

Sawbones

HH.

Swashbuckler

SCAG (p.135), or XGE (p.47).

Thief

PHB (p.97).

Sorcerers

Sorcerous Origins

Sorcerers in Hubmiiran have the following subclass options.

Additional Metamagic options for
Sorcerers

The following new options for the Metamagic feature are available to Sorcerers in addition to those offered in the Players Handbook.

Antipodal Spell

When you cast a spell, you may spend 1 Sorcery Point to reverse the damage types of the spell. Slashing, Piercing, and Bludgeoning damage are unaffected.
FireCold
ForcePsychic
NecroticRadiant
LightningThunder
AcidPoison
You can use Antipodal Spell even if you have already used a different Metamagic option during the casting of the spell.

Bend Spell

You may ignore any line of sight requirements when you cast a spell with a single target, as long as you have seen the target once since the end of you last turn and the target is within range of the spell. Spend 1 sorcery point per bend or curve the spell must take to reach the target.

Chain Spell

When you cast a damaging, non-touch, non-self spell with a single target you may spend 3 sorcery points to cause the spell to arc to secondary targets equal to your charisma modifier (minimum of 1), all secondary targets must be within 30ft of the primary target. Spells deal 1/2x damage to secondary targets.

Divine Soul

XGE (p.50).

Draconic Bloodline

PHB (p.102).

Fey Touched

HH.

CLASSES & ARCHETYPES

Nilbog

HH.


Only Goblins can can become Nilbogs in Hub.

Shadow Magic

XGE (p.50).

Storm Sorcery

SCAG (p.137), or XGE (p.51).

Wild Magic

PHB (p.103).


The following modifications have been made to the WIld Magic Sorcerous Origin for balance or flavor purposes.

Wild magic Surge

Once per turn, roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1 or 2, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Tides of Chaos

You regain the use of this feature after resolving a Wild Magic Surge.

Spell Bombardment

Do this for all dice that roll max.

Warlocks

Intellectual Pacts

Depending on their choice of patron, some warlocks have the choice to use Intelligence as their spellcasting ability. If you choose The Fiend, The Great Old One, or The Undying as your patron, you may replace all mentions of "Charisma" in the class and subclass features with "Intelligence" (This includes MultiClassing requirements).

Pact Boon Changes

Additional Pact of the Chain
Familiars

You can choose one of the usual pact of the chain familiars or one of the following special forms: Crawling Claw (MM page 44), Gazer (VGM page 126), Holy Mote (SGH page 20), Oblex Spawn (MTOF page 217).


Holy Mote

Tiny celestial, lawful good


  • Armor Class 12
  • Hit Points 10 (3d4+3)
  • Speed 5 ft., fly 50 ft.

STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 14 (+2) 10 (+0) 15 (+2) 12 (+1)

  • Skills Insight +4, Perception +4 Religion +2
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from non magical weapons
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Celestial, Common
  • Challenge 1 (200 XP)

Angelic Sight(1/day). The holy mote can use its action to cast the detect evil and good spell.

Divine Nimbus. The holy mote emits bright light in a 5- 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The holy mote can alter the radius as a bonus action.

Magic Resistance. The holy mote has advantage on saving throws against spells and other magical effects.

Actions

Holy Ray. Ranged Spell Attack: +4 to hit, range 10ft., one target. Hit 4 (1d4+2) radiant damage.

Invisibility. The holy mote and its light magically become invisible until it attacks, or until its concentration ends (as if concentrating on a spell).

Otherworldly Patrons

Warlocks in Hubmiiran have the following subclass options.

The Archfey

PHB (p.108).


See the Player's Handbook page 108, or Sword Coast Adventures Guide page 138 for a list of possible Archfey patrons.

The Celestial

XGE (p.54).


See Xanathar's Guide to Everything for a list of possible Celestial patrons.

CLASSES & ARCHETYPES

The Fiend

PHB (p.109).


See the Player's Handbook page 108, or Sword Coast Adventures Guide page 138 for a list of possible Fiend patrons.

The Great Old One

PHB (p.109).


See the Player's Handbook page 108, or Sword Coast Adventures Guide page 138 for a list of possible Great Old One patrons.

The Hexblade

XGE (p.55).


Yevris, The first weapon crafted by Apohr, is the source of a Hexblade Warlocks power in Hub.

The Tribal Ancestors

HH


See the document for a description of who the Tribal Ancestors are.


Only kobolds can be warlocks of the Tribal Ancestors.

The Undying

SCAG (p.139).


In Hub, Undying patrons include Nirra The Never Dying, and The Blood Lord, an ancient undead entity from Hubmiiran that survived The Transference.

Alternative Pact Boons

The following is a list of additional pact boon options available to warlocks when they gain the Pact Boon feature at 3rd level.

Pact of the Fang

You can use your bonus action to grow fangs and claws. While your fangs and are extended you may use your action to make a bite or claw attack as if you had cast Primal Savagery as a warlock spell, dealing necrotic damage instead of acid damage. Additionally, when you bite a creature you may choose to regain a number of hit points equal to the amount of necrotic damage taken by the creature from your bite attack. You may only regain hit points in this manner a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

You may only use this attack on living creatures that have blood.

Restriction: Blood Lord patron only

Only the vampire known as The Blood Lord can gift a servant with the Pact of the Fang.

The Blood Lord can be the patron of any Great Old One, Hexblade, or Undying warlock, and does not ask for much of those he gifts with power: Only servitude unto eternity if called upon, and their adherence to a few simple rules:

  • Keep your patrons identity (and existence) a secret.
  • Burn all creatures that die as a result of your bite.
  • Refrain from leaving a creature you have bitten alive unless absolutely necessary.
  • Do not enter a lawful residence without permission (explicit or implicit) from a resident or the owner.
  • Do not speak or reveal yourself to be a vampire while in a church (or similar holy place) of the gods of light or life.

Pact of the Talisman

You can perform a ritual over the course of an hour to create a magical talisman symbolic of your patron. You can summon this talisman back to your hand as a bonus action if it is on the same plane of existence. While on the same plane, you always know the distance and direction between you and your talisman.

Acting as a conduit for your eldritch power, you can cast any of your known warlock spells through your talisman. Your talisman serves as an arcane focus, and when you cast a spell through it, the spell's range is determined from its location instead of your own. You can target the spell's effects as normal if the target is within your line of sight. Otherwise, any spell cast through your talisman without any targets within your line of sight will be unguided, and will instead be cast at a valid target or area nearest to the talisman following the spell's behavior, or at the DM's discretion. If an unguided spell has no valid targets, the spell is wasted.

Your talisman can be subjected to a direct attack if it isn't being worn or carried. It has an AC equal to twice your proficiency bonus + your Charisma Modifier, hit points equal to twice your warlock level + your Charisma Modifier, and immunity to poison and psychic damage. Your talisman is also immune to all damage from spells you cast through it.

A creature trying to pick up or move your talisman against your will must first succeed on a Charisma check vs your spell save DC.

Expanded Eldritch
Invocations

The following is an expanded list of eldritch invocations available to warlocks in addition to those offered in the Player's Handbook, and Xanathar's Guide to Everything.

As with other invocations, if an eldritch invocation listed here has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.

CLASSES & ARCHETYPES

Baleful Herald

Prerequisite: 9th level, Pact of the Chain feature


When you cast a cantrip, your familiar can deliver it as if it had cast the cantrip itself. Your familiar must be within 30 feet of you, and it must use its reaction to deliver the spell when you cast it. If the cantrip requires an attack roll, you use your own attack modifier for the roll.

Branded Mount

Prerequisite: 5th level, Pact of the Chain feature


You can cast find steed as a ritual. You can't do so again until you finish a short or Long Rest.

Chain of Eyes

Prerequisite: Pact of the Chain feature


Looking through your familiar’s eyes can now be instigated as a bonus action, and persists as long as you maintain concentration. When looking through your familiar’s eyes, you retain the simultaneous use of your own senses and are no longer blind and deaf to your surroundings.

Dancing Blades

Prerequisite: Pact of the Blade feature


Summoning your pact weapon now takes a bonus action instead of an action, and when you summon your pact weapon, if it is one handed, you may create a second pact weapon in your empty off-hand at the same time. The second weapon is a separate weapon from the first, and does not need to be the same type of weapon. All two-weapon fighting rules and limitations apply; otherwise the second weapon follows the pact weapon rules, and benefits from applicable features and invocations.

Dark Seal

Prerequisite: 5th level, Pact of the Talisman feature


You can cast the glyph of warding spell at your warlock spell slot level on your talisman without expending a spell slot, however the casting time is reduced to 1 minute. The spell will end if it is triggered, if you move your talisman or if it is used to cast another spell before it is triggered. Once you use this feature, you can't use it again until you finish a long rest.

Demicognition

Prerequisite: 5th level, Pact of the Chain feature


Other creatures have disadvantage on opportunity attack rolls against your familiar. Additionally, your familiar cannot be surprised and can move and act as normal in the first round of combat. (You can still be surprised, even if your familiar is not.)

Eldritch Beacon

Prerequisites: Pact of the Talisman feature


You are always aware of the nature of creatures within 5 feet of your talisman as if it were under the effect of the detect evil and good spell. In addition, any creature carrying your talisman is always visible to you if they are within your line of sight, regardless of invisibility, darkness or fog.

Eldritch Caress

Prerequisite: eldritch blast cantrip


You may choose to cast eldritch blast with a range of touch. When you do so, you must make melee spell attacks in place of the ranged spell attacks normally made with the spell.

Elemental Blast

Prerequisite: eldritch blast cantrip


You may channel an element though your eldritch blast. When you cast Eldritch Blast, it no longer does force damage; instead you must choose for it to deal either Fire, Cold, Acid, or Lightning damage.

Encyclopedia Arcana

Prerequisite: 5th level, Pact of the Tome feature


You can now inscribe 1st-level spells in your Book of Shadows. Choose one 1st-level spell from any class’s spell list. The spell appears in the book and doesn’t count against the number of spells you know.

On your adventures, you can add other 1st-level spells to your Book of Shadows. When you find such a spell, you can add it to the book if you can spare the time to transcribe the spell using the rules for adding spells to a spellbook (see Acquiring New Spells).

With your Book of Shadows in hand, you can cast any 1st-level spell inscribed in the book using a warlock spell slot (Including rituals learned from the Book of Ancient Secrets invocation).

Eye of the Fetish

Prerequisites: 5th level, Pact of the Talisman feature


As an action, you can project your senses through your talisman, allowing you to perceive creatures and objects up to 30 feet from its location until the end of your next turn, as long as you would be capable of perceiving them .

Facsimile of Life

Prerequisite: Pact of the Chain Feature


Your familiar gains temporary hit points equal to twice your warlock level when you finish a short or long rest.

Immortal Fortitude

Prerequisite: Pact of the Fang Feature


You now die on your fourth failed death saving throw instead of your third. Additionally, when you are stabilized you regain 1 hit point after 1 hour instead of 1d4 hours.

Opus Magnum

Prerequisite: Pact of the Blade feature


The weapon you conjure as your pact weapon can be a firearm (excluding Revolver, Bad News, and Hand Mortar).

Additionally, when summoned your pact weapon appears fully loaded, you may reload your pact weapon as a bonus action, it does not need to be repaired after it misfires, ranged attacks with your pact weapon deal force damage, and can benefit from any invocation feature that affects eldritch blast (including Agonizing Blast).

CLASSES & ARCHETYPES

Shroud of the Deceiver

Prerequisites: 9th level, Pact of the Talisman feature


You can cast nystul's magic aura from your talisman at will, without expending a spell slot or material components. Both concealing the talisman's magical aura and affecting any creature or object that is wearing or touching it.

Spider Climb

Prerequisite: 5th level, Pact of the Fang Feature


You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Suspicious Augury

Prerequisite: Pact of the Chain feature


Your familiar can cast one of the following spells: comprehend languages, detect evil and good, detect magic, detect poison and disease, find traps, or speak with animals.
It can’t do so again until you finish a short or long rest.

Totemic Barrier

Prerequisite: Pact of the Talisman feature


You can use your reaction to cast shield on a creature you can see that is holding your talisman without expending a spell slot. Once you use this feature you can't do so again until you finish a short or long rest.

Trickster's Step

Prerequisites: 5th level, Pact of the Talisman feature


You can use your bonus action to swap places with your talisman, as long as it is within 60 feet of you. Alternatively, you can use this feature to swap places with a willing creature holding your talisman within this range (if you do so, the talisman stays in the possession of the other creature). Once you use this feature, you can't do so again until you finish a short or long rest.

Vampiric Resilience

Prerequisite: Pact of the Fang Feature


You may now use Charisma in place of Dexterity when calculating your AC.

Wisp of Shadow

Prerequisite: 5th level


You can use your reaction when you fall to reduce any falling damage you take by an amount up to three times your warlock level.

You may use your Charisma score in place of your Strength score to calculate Long Jumps and high jumps, and standing from prone takes only 5 feet of movement.

Zyrapher's Aegis

Prerequisite: Pact of the Blade feature


When you conjure your pact weapon, you may choose to also create a pact shield in your empty offhand. You are proficient with it while you wield it.

Your pact shield disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss it (no action required), if you dismiss your pact weapon, or if you die.

You can transform one magic shield into your pact shield in the same manner as you would a pact weapon (all the same rules apply).

Wizard:

Arcane Traditions

Wizards in Hubmiiran have the following subclass options.

Bladesinging

SCAG (p.141).


Bladesingers are an ancient, exclusive sect of Elven warrior mages. Bladesongs are a living magic, when an apprentice learns their masters song, the master forgets everything but a vague recollection of the tune, and is no longer able to use the magic. Because of this, bladesongs have become akin to family heirlooms, passed from parent to child.


Only Elves and Half-Elves can become Bladesingers in Hub.


(You must have direct permission from discodecepticon to play a Bladesinger Wizard.)

School of Abjuration

PHB (p.115).

School of Conjuration

PHB (p.116).

School of Divination

PHB (p.116).

School of Enchantment

PHB (p.117).

School of Evocation

PHB (p.117).

School of Illusion

PHB (p.118).

School of Necromancy

PHB (p.118).

School of Transmutation

PHB (p.119).

War Magic

XGE (p.59).

CLASSES & ARCHETYPES

Feats


Feats may be chosen from the Core Books, from XGE Bonus - Expanded Racial Feats, UA-SkillFeats, and from this document.

All edited and changed feats in this document supersede any from other sources.

Feat Revisions

Brawler

This feat replaces the core Grappler and Tavern brawler feats


Prerequisite: Strength 13 or higher


Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You can attempt to grapple a creature one size larger than normal.
  • You have advantage on attack rolls against a creature you are grappling.
  • You are proficient with improvised weapons.
  • Your unarmed strike uses a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Charger

If you move at least 15 feet in a straight line immediately before making an attack, 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 prone and you succeed).

Crossbow Expert

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 one handed ranged weapon you are holding.

Defensive Duelist

Prerequisite: Dexterity 13 or higher


Once per round, when you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. You regain the ability to use this feature at the beginning of your next turn. You can use this feature again before regaining the ability to do so, but it requires your reaction

Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
  • When you make a melee attack on your turn, you can use your reaction to distract your target with your other hand, giving yourself advantage on the attack.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • Traveling at a fast pace does not impose the normal −5 penalty on your passive Wisdom (Perception) score.
  • You gain darkvision to a distance of 30 feet. If you already have darkvision, the range is increased by 30 feet instead.

Durable

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, regain double the amount rolled.

Great Weapon Master

Prerequisite: level 6


You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add 1d6+4 to the attack’s damage.
FEATS

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + your proficiency bonus hit points to it, plus additional hit points equal to the creature's maximum number of hit dice. A creature can only benefit from the feature a number of times equal to half your proficiency bonus (rounded down) per short or long rest.

Heavy Armor Master

Prerequisite: Proficiency with heavy armor


You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You don and doff heavy armor in half the time it would normally take.
  • While you are wearing heavy armor, all non- magical bludgeoning, piercing, and slashing damage that you take is reduced by an amount equal to your proficiency bonus.

Linguist

Prerequisites: Intelligence 13 or higher


You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn two languages of your choice plus a number of additional languages equal to your intelligence modifier. Whenever your intelligence modifier increases, you can choose to learn another language.
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
  • You can add your Intelligence modifier to all Charisma checks made while conversing with a creature in its native tongue.

Mage Slayer

You have practiced techniques useful in melee combat against spell casters, gaining the following benefits:

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you, and creatures within 5 feet of you have disadvantage on spell attacks made against you.

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

  • You gain two superiority die, which a d6s (these dice are added to any superiority dice you have from another source). These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Medium Armor Master

Prerequisite: proficiency with medium armor


You have practiced moving in medium armor to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • If you successfully hit a creature with a melee weapon attack while mounted, you can command your mount to make one attack against the same creature as a bonus action.
FEATS

Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear you can use a bonus action to make a melee attack with the opposite end of the weapon if you are not holding a shield. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. You cannot add your ability score modifier to this damage without the two weapon fighting style.
  • While you are wielding a glaive, halberd, pike, quarterstaff, or spear you can use your reaction to make a single melee weapon attack when a creature enters your reach.

Savage Attacker

  • Increase your Strength score by 1, to a maximum of 20.
  • Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

Sharpshooter

Prerequisite: level 6


You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon or thrown weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add 1d6+4 to the attack’s damage.

Skilled

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in 3 skills of your choice, or 2 skills of your choice and any combination of 2 tools, or languages of your choice.

Skulker

Prerequisite: Dexterity 13 or higher


You are expert at slinking through shadows. You gain the following benefits:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are heavily obscured, you have advantage on Dexterity (stealth) checks made to hide.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn't impose disadvantage on your attack rolls or Wisdom (Perception) checks relying on sight.

Weapon Master

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • You gain proficiency with four simple or martial weapons of your choice, alternatively you can gain .
  • You learn 1 fighting style of your choice from the fighter class. You can't choose a Fighting Style twice, regardless of where you gain it from.
FEATS

New Feats

Cheap Shot

You are adept at hitting targets without regard for the traditional customs of combat. You gain the following benefits:

  • You no longer gain disadvantage on attack rolls against a prone creature farther than 5 feet from you.
  • Your ranged weapons have an effective reach of 15 feet. If you are holding a ranged weapon and a hostile creature that you can see moves out of your reach you can use your reaction to make an opportunity attack with that weapon against the creature.
  • You may use your reaction to make an attack against a creature that you can see that is standing up from prone.

Firearm Master

You have practiced extensively with a variety of firearms, gaining the following benefits:

  • You have advantage on Tinker’s Tools checks you make to repair mechanical objects such as firearms and constructs when outside of combat.
  • When a hostile creature within your range would provoke an Attack of Opportunity from a friendly creature, you may use your reaction to make a ranged attack with an equipped firearm against the hostile creature.

Intricate Arcana

Prerequisite: level 6 and the ability to cast at least one spell


You have learned to push your magic to its utmost, extracting every drop of power possible from the Weave.

  • When you roll a 1 or 2 on a damage die for an attack you make with a spell, you can reroll the die and must use the new roll.
  • Before you make a spell attack with a spell, you can choose to take a -5 penalty to the attack roll. If the spell hits, you add 1d6+4 to its damage.

Iron Will

Prerequisite: Wisdom 13 or higher


You have strengthened your mind, and you can overcome obstacles through sheer willpower.

  • Your Wisdom score increases by 1, to a maximum of 20.
  • You gain resistance to psychic damage.
  • You gain advantage on saving throws against being charmed, frightened, or commanded to make an action by any means magical or non-magical.

Light Armor Master

Prerequisite: Proficiency with light armor


You are harder to hit when an opponent has not thought through their attack

While wearing light armor:

  • Attacks made against you as part of a reaction have disadvantage
  • On a successful saving throw against a spell or other harmful effect that targets an area, you may use your reaction to move up to 10ft away from the center of the effect. If you completely escape the area, you suffer none of the effects of the spell. You must be able to react to use this ability. If another creature would also benefit from this ability due to being on your person, it must succeed on its own saving throw or be left behind.

Residual Power

Prerequisite: the ability to cast at least one spell


You've learned to recycle residual arcane force for use in your attacks. You gain the following benefits:

  • Increase your spellcasting ability score by 1, to a maximum of 20. If you have multiple, you choose which one to increase.
  • When you cast a spell, the next time you hit a creature with a melee attack before the end of your next turn, you deal an additional amount of force damage equal to 2x the spells level (Minimum of 2). This effect does not stack.
FEATS

Items & Equipment

Trading

Characters may not trade items between each other or NPCs

Purchasing Items

Make a post in the #market-place channel on discord

See Pinned messages in channel for example

Selling Items

Characters are not entitled to sell items they find on adventures or equipment they purchase with their personal funds. Weapons, armor, and other gear used by enemies are considered too damaged to have any monetary value.


Characters may convert treasure (Gems/Jewels, Art) into money (Gold / Silver... etc).

Magic Items

Magic Shards

We are using a magic shard system for magical items.


Magic items are bound to their owners

When an enemy with a magical item is killed, their magical items are destroyed or fall with the corpse (DMs discretion). A character must pay the shard cost

Acquiring Shards

Characters primarily gain magic shards in the following ways.

  • Common shards can be crafted into basic shards using down time.
  • Basic shards can be crafted into common shards using down time.
  • You may purchase uncommon magic Shards for your character with Midari.
  • One basic shard at every level including 1st.
  • One shard of your Tier when you enter a new Tier above Tier Zero.
  • One additional uncommon shard at 12th level.
Shards per Level
Level Shards
1st - 1 Basic
2nd - 1 Basic
3rd - 1 Basic & 1 Common
4th - 1 Basic
5th - 1 Basic & 1 Uncommon
6th - 1 Basic
7th - 1 Basic
8th - 1 Basic
9th - 1 Basic & rare
10th - 1 Basic
Level Shards
11th - 1 Basic & Uncommon
12th - 1 Basic
13th - 1 Basic & 1 Very Rare
14th - 1 Basic
15th - 1 Basic & 1 Rare
16th - 1 Basic
17th - 1 Basic & 1 Legendary
18th - 1 Basic
19th - 1 Basic
20th - 1 Basic

Purchasing Magic Items

Taking a shard to the Godforge NPC in the adventures guild (see @discodecepticon) will allow PCs to purchase magic items.


For non-consumable magic items it costs an amount of gold and a shard equal to the rarity of the item to have it crafted


If the item is a weapon or armor, the mundane item being enchanted or the cost of that item must be supplied by the character in addition to the price of the enchantment.

Items not listed on the tables cannot be purchased

After its been determined what magic item you will be getting as well as the cost, make a post in the #market-place channel on discord

See Pinned messages in channel for example

Buying Consumable Magic Items

Consumable magic items like potions and scrolls can be purchased from the #godforge.

See the Magical Item Tables for magic item prices.


Shard cost equals 1 Basic Shard for common consumables, 2 Basic shards for Uncommon, 3 Basic shards for Rare, 4 Basic shards for Very Rare, Legendary consumables CANNOT be purchased.


After it has been determined what magic item you will be getting as well as the cost, make a post in the #market-place channel on discord

See Pinned messages in channel for example

Custom Magic Items

+1 and +2 enchantments can be added to existing magical items (and vice versa). The cost of both enchantments must be paid.


Like enchantments do not stack (ie +1 can not be applied to an item that already has +1, +2 or +3)

ITEMS & EQUIPMENT

Currency

Characters may convert "normal" currency freely while in Hubmiiran

Midari Pieces(mp) cannot be converted in this way.

(Use the PHB Coinage rules(page 143) for conversion rates )

Midari

Once the primary currency of the old world, the midari piece(mp) is now used exclusively by the adventures guild as an internal currency.

Item Cost
250gp 1mp
DM Inspiration 3mp
Basic magic shard 3mp
1750gp 6mp
Common magic shard 6mp
Uncommon magic shard 24mp
1 Downtime Day 100mp

Acquiring Midari

Midari is a reward for contributing to the server.

You receive 6mp for a #scribes-guild entry that follows guild rules.

See the Hub DM Guidelines for rewards for running a game.


Only World Masters can give out Midari

If you would like to contribute to the server in a unique way not listed above. Contact Discodecepticon
ITEMS & EQUIPMENT

Armor, Weapons & Gear

Firearms

Firearms were common in the old world and can be readily found in Hubmiiran.

Ammunition

Firearms require ammunition to make an attack, due to its advanced and rare nature, ammunition is impossible to find or purchase outside the walls of Hubmiiran.

Ammo Cost
Item Amount Cost
Flintlock Ammo (20) 2gp
Pistol Ammo (20) 4gp
Sleevegun Ammo (20) 3gp
Musket Ammo (20) 5gp
Pepperbox Ammo (20) 4gp
Blunderbuss Ammo (5) 5gp
Revolver Ammo (20) 5gp
Bad News Ammo (5) 5gp
Hand Mortar Ammo (1) 5gp

Gunsmith

Any character may use Tinker's Tools to repair firearms they are proficient with.

Hub Weapon Properties

Some weapons in Hub have properties that are unique to this world.

Covert You can extend or retract this weapon as a bonus action each turn, and while retracted you have advantage on checks to conceal this weapon.

Weapons with the covert property takes the same time to Don or Doff as a shield.

Expert. This weapon can only be used by the the classes or subclasses specified.

  • GK = Way of the Gun Kata (Monastic Tradition)
  • GS = Gunslinger Martial Archetype (Fighter Archetype)

    Explosive. Hit or miss, everything within 5 ft of the target (including the target) must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage.

Reload. The firearm can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon's Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker's Tools (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 2.

Scatter. Firearms with the scatter property have two types of damage, a regular damage roll and a scatter damage roll. When you hit a creature with a firearm that has the scatter property, creatures within 5 feet of the target take 1d4 piercing damage if the attack would hit them. The original target does not take this damage.

Scatter damage does not benefit from critical hits, or features that improve damage.

You have resistance to the scatter damage dealt from your own firearm attacks.

Special Item Properties

Additional items with special rules are described here.

Grenade. If you roll 3 or less on your attack roll, the grenade falls at your feet or explodes in your hand dealing 3d8 fire damage to you and all creatures within 5 feet of you.

Pocket Sand. A large or smaller creature with eyes that is hit with the sand has disadvantage on their next attack, and must make a DC 12 Dexterity, or Constitution save or be blinded for 1 minute. The creature may spend an action or bonus action to end the effect.

Tower Shield. You may use a bonus action to gain an additional +2 AC until the beginning of your next turn, and when you are the target of a spell or effect that requires you to make a dexterity saving throw, you may use your reaction to gain advantage on the save.

Adventuring Gear Changes

Magic Item Changes

Bag of Holding

You can only remove items from the Bag of Holding when outside of combat.

Additional Magic Items

Elyorn's Appendage

Wondrous item, common (requires attunement)


This artificial arm, or leg replaces a real one that was lost or removed. While the elyorn's appendage is attached to the stump of your missing appendage, it can't be removed by anyone other than you, and the appendage functions as if it were a normal arm, or leg.

ITEMS & EQUIPMENT

Hub Armor

Name Cost   AC Strength Stealth Properties Weight
Shields
    Tower Shield 50gp   +2 Str 18 Disadvantage Special 12 lb.


Hub Weapons

Name Cost     Damage Weight     Properties
Simple Ranged Weapons
    Pocket Sand 1sp     ── .2 lbs     Finesse, special, thrown (range 10/10)
Martial Melee Weapons
    Concealed Blade 40gp     1d4 piercing 2 lbs     Covert, finesse, light
Martial Ranged Weapons
    Grenade 20gp     2d6 fire 1 lb     Expert (GS), explosive, thrown (range 30/60), special
Firearms
    Flintlock 50gp     1d8 piercing 3 lbs     Light, misfire 1, reload 1 (range 40/160)
    Pistol 150gp     1d10 piercing 3 lbs     Misfire 1, reload 4 (range 60/240)
    Sleevegun 200gp     1d6 piercing 2 lbs     Covert, light, misfire 2, reload 1 (range 30/150)
    Musket 300gp     1d12 piercing 8 lbs     Misfire 2, reload 1, two-handed (range 120/480)
    Pepperbox 250gp     1d10 piercing 4 lbs     Misfire 2, reload 6 (range 80/320)
    Blunderbuss 500gp     1d10 piercing 8 lbs     Misfire 2, reload 1 (range 15/60), scatter, two-handed
    Shotgun 1000gp     2d6 piercing 8 lbs     Misfire 2, reload 2 (range 20/60), scatter, two-handed
    Revolver 2000gp     2d6 piercing 5 lbs     Expert(GS, GK), misfire 2, reload 6 (range 80/320)
    Bad News 2500gp     2d12 piercing 15 lbs     Expert(GS), two-handed, misfire 3, reload 1 (range 200/800)
    Hand Mortar 1500gp     2d8 fire 10 lbs     Expert(GS), explosive, misfire 3, reload 1 (range 30/60)
ITEMS & EQUIPMENT

Appendix A:
Misc. Changes & Additions

Inspiration

Rules for inspiration are detailed in the DMG(page 125)

  • A character can not hold Inspiration from one adventure into another.

(A DM or higher may award you Inspiration at any time during a game, for ANY reason.)

MVP

At the end of an adventure your party should vote for a character to be MVP. The MVP is awarded inspiration for the next game they participate in (Follow all other Inspiration rules)

Fates Favor

A Fates Favor (also known as Rimbris's Blessing) allows a player to pass a roll that their character would otherwise fail.

If a player fails a dice roll (check, save, attack) the player may spend a Fates Favor (if they have one) to change the result of the roll to the lowest possible outcome needed to succeed.

Fates Favor is a player resource not a character resource and does not expire between sessions.


(Only World Masters may give out Fates Favor)

Improvised Weapons

An improvised weapon uses the damage dice of the weapon it is similar to if you are proficient with the like weapon, but you do not add your proficiency bonus to attacks unless you are proficient with improvised weapons.

Spell Changes

Eldritch Blast

Eldritch Blast cannot be quickened.

Good Berry

The spell Good berry consumes the material components. Mistletoe costs 1gp PHB (p.105)

Healing Spirit

A creature can be healed no higher than %50 of its maximum hit points by this spell.

Simulacrum

Simulacrum can NOT cast 9th level spells.

Wish

All Wishes beyond the basics outlined in the spell must go through discodecepticon.

The player should make the wish to the DM running the session, then the DM must write the wish down AS WORDED and message discodecepticon for arbitration.

APPENDIX A | MISCELLANEOUS CHANGES

Appendix B:
Wild Shape Tables

Local Beasts Tables

Local Beasts CR 0
Beast Size Fly/Swim Source
Badger Tiny ── MM(p.318)
Bat Tiny Fly MM(p.318)
Cat Tiny ── MM(p.320)
Crab Tiny Swim MM(p.320)
Deer Medium ── MM(p.321)
Eagle Small Fly MM(p.322)
Frog Tiny Swim MM(p.322)
Goat Medium ── MM(p.330)
Hawk Tiny Fly MM(p.330)
jackal Small ── MM(p.331)
Lemming Tiny ── MO(p.148)
Lizard Tiny ── MM(p.332)
Owl Tiny Fly MM(p.333)
Rat Tiny ── MM(p.335)
Raven Tiny Fly MM(p.335)
Scorpion Tiny ── MM(p.337)
Spider Tiny ── MM(p.337)
Vulture Medium Fly MM(p.339)
Weasel Tiny ── MM(p.340)
Local Beasts CR 1/8
Beast Size Fly/Swim Source
Blood Hawk Small Fly MM(p.319)
Giant Crab Medium Swim MM(p.324)
Giant Rat Small ── MM(p.327)
Giant Weasel Medium ── MM(p.329)
Mastiff Medium ── MM(p.332)
Mule Medium ── MM(p.333)
Pony Medium ── MM(p.335)
Red Fox Medium ── MO(p.148)
Local Beasts CR 1/4
Beast Size Fly/Swim Source
Boar Medium ── MM(p.319)
Cow / Ox Large ── VGM(p.207)
Draft Horse Large ── MM(p.321)
Elk Large ── MM(p.322)
Giant Lizard Large ── MM(p.326)
Riding Horse Large ── MM(p.336)
Wolf Medium ── MM(p.341)
Local Beasts CR 1/2
Beast Size Fly/Swim Source
Black Bear Medium ── MM(p.318)
Shar Pei Medium ── MO(p.149)
Warhorse Large ── MM(p.340)
Local Beasts CR 1
Beast Size Fly/Swim Source
Brown Bear Large ── MM(p.313)
Honey Badger Small ── MO(p.147)
Local Beasts CR 2
Beast Size Fly/Swim Source
Aurochs Large ── VGM(p.207)
Yak Large ── MO(p.149)

Exotic Beasts Tables

Exotic Beasts CR 0
Beast Size Fly/Swim Source
Baboon Small ── MM(p.318)
Fennec Fox Tiny ── MO(p.145)
Giant Fire Beetle Small ── MM(p.325)
Hyena Medium ── MM(p.331)
Loris Tiny ── MO(p.148)
Octopus Small Swim MM(p.333)
Pika Tiny ── MO(p.148)
Pufferfish Tiny Swim MO(p.148)
Quipper Tiny Swim MM(p.335)
Seahorse Tiny Swim MM(p.337)
White Fox Small ── MO(p.150)
Exotic Beasts CR 1/8
Beast Size Fly/Swim Source
Bharal Medium ── MO(p.145)
Camel Large ── MM(p.320)
Dhole Small Swim MO(p.145)
Dolphin Medium Swim VGM(p.208)
Flying Snake Tiny Fly MM(p.322)
Poisonous Snake Tiny Swim MM(p.334)
Red Panda Small ── MO(p.148)
Stirge Tiny Fly MM(p.284)
Appendix B | WILD SHAPE TABLES
Exotic Beasts CR 1/4
Beast Size Fly/Swim Source
Axe Beak Large ── MM(p.317)
Constrictor Snake Large Swim MM(p.320)
Dimetrodon Medium Swim VGM(p.139)
Giant Badger Medium ── MM(p.323)
Giant Centipede Small ── MM(p.323)
Giant Frog Medium Swim MM(p.325)
Giant Owl Large Fly MM(p.327)
Giant Poisonous Snake Medium Swim MM(p.327)
Giant Wolf Spider Medium ── MM(p.330)
Hadrosaurus Large ── VGM(p.140)
Panther / Leopard Medium ── MM(p.333)
Pteranodon Medium Fly MM(p.80)
Velociraptor Tiny ── VGM(p.140)
Exotic Beasts CR 1/2
Beast Size Fly/Swim Source
Ape Medium ── MM(p.317)
Crocodile Large Swim MM(p.320)
Giant Goat Large ── MM(p.326)
Giant Sea Horse Large Swim MM(p.328)
Giant Wasp Medium Fly MM(p.329)
Exotic Beasts CR 1
Beast Size Fly/Swim Source
Black Piper Tiny ── MO(p.145)
Deinonychus Medium ── VGM(p.139)
Dire Wolf Large ── MM(p.321)
Giant Eagle Large Fly MM(p.324)
Giant Hyena Large ── MM(p.326)
Giant Octopus Large Swim MM(p.326)
Giant Panda Medium ── MO(p.147)
Giant Spider Large ── MM(p.328)
Giant Toad Large Swim MM(p.329)
Giant Turtle Large Swim MO(p.147)
Giant Vulture Large Fly MM(p.329)
Lion Large ── MM(p.331)
Tiger Large ── MM(p.196)
Exotic Beasts CR 2
Beast Size Fly/Swim Source
Allosaurus Large ── MM(p.79)
Giant Boar Large ── MM(p.323)
Giant Constrictor Snake H Swim MM(p.324)
Giant Elk H ── MM(p.325)
Hunter Shark Large Swim MM(p.330)
Plesiosaurus Large Swim MM(p.80)
Polar Bear Large Swim MM(p.334)
Quetzalcoatlus H Fly VGM(p.140)
Rhinoceros Large ── MM(p.336)
Saber-Toothed Tiger Large ── MM(p.336)
Shadowlands Jellyfish Small Swim MO(p.149)
Exotic Beasts CR 3
Beast Size Fly/Swim Source
Ankylosaurus H ── MM(p.79)
Giant Scorpion Large ── MM(p.327)
Killer Whale H Swim MM(p.331)
Exotic Beasts CR 4
Beast Size Fly/Swim Source
Elephant H ── MM(p.322)
Stegosaurus H ── VGM(p.140)
Exotic Beasts CR 5
Beast Size Fly/Swim Source
Brontosaurus G ── VGM(p.139)
Giant Crocodile H Swim MM(p.324)
Giant Shark H Swim MM(p.328)
Triceratops H ── MM(p.80)
Exotic Beasts CR 6
Beast Size Fly/Swim Source
Giant Honey Badger Large ── MO(p.146)
Mammoth H ── MM(p.332)
Appendix B | WILD SHAPE TABLES

Appendix C:
Hubmiiran Deities

Gods of Midar

In the old world, like the real world, the existence of the gods was heavily debatable. Unlike our world, seemingly any cleric with enough faith could draw forth and use divine power, whether other clerics agreed with their views of the god or not.

The Pantheon of the New
World

The gods of Tiarmar take a more active role in their world, manipulating mortals and gifting divine power to any they deem worthy.

Alous

/ɑ-lau̇s/


Portfolio: Revelry, Art, Harvest, Lies.
Trickery Domain.

Apohr

/ap-ō-r/


Portfolio: Tools, Weapons, Forge, Restlessness.
Forge Domain.

Datos

/dā-tōs/


Portfolio: Sun, Light, Beginnings.
Light Domain.

Diara

/dē-är-ɑ/


Portfolio: Forest, Beasts, Hunting, Silence.
Nature Domain.

Tunglaru

/tən-glär-u/


Portfolio: Sky, Night, Travel, Change.
Arcana Domain.

Quelduan

/kwel-du̇-an/


Portfolio: Secrets, Knowledge, Strategy, Numbers.
Knowledge Domain.

Rimbris

/rim-bris/


Portfolio: Fate, Mortality, Luck, Rivers.
Grave Domain.

Syphahany

/saɪ-fä-anē/


Portfolio: Love, Wealth, Beauty, Dreams.
Life Domain.

Vammir

/va-mir/


Portfolio: Slaughter, Victory, Games, Alliances.
War Domain.

Velara

/ve-lar-ɑ/


Portfolio: Sea, Ships, Underworld, Storms.
Tempest Domain.

Zephion

/ze-f-ē-ən/


Portfolio: Civilization, Trade, Justice, Mirrors.
Order Domain.

APPENDIX C | Hubmiiran Deities

Appendix D:
Magical Item Tables


See page 28 for rules on purchasing magic items

*The mundane item being enchanted or the cost of that item must be supplied by the character in addition to the price of the enchantment.

Magic Consumable Items

Common Consumable Items
Name Source Price Shard
Bead of Nourishment XGE(p.136) 2gp 1 Basic
Bead of Refreshment XGE(p.136) 2gp 1 Basic
Candle of the Deep XGE(p.136) 1gp 1 Basic
Mystery Key XGE(p.138) 20gp 1 Basic
Perfume of Bewitching XGE(p.138) 200gp 1 Basic
Potion of Climbing DMG(p.187) 180gp 1 Basic
Potion of Healing DMG(p.187) 50gp 1 Basic
Spell Scroll Level 0 DMG(p.200) 10gp 1 Basic
Spell Scroll Level 1 DMG(p.200) 60gp 1 Basic
Walloping Ammunition (each) XGE(p.139) 25gp 1 Basic
Uncommon Consumable Items
Name Source Price Shard
Ammunition +1(each) DMG(p.150) 25gp 2 Basic
Deck of Illusions DMG(p.161) 6120gp 2 Basic
Dust of Disappearance DMG(p.166) 300gp 2 Basic
Dust of Dryness(1 pellet) DMG(p.166) 120gp 2 Basic
Dust of Sneezing and Choking DMG(p.166) 480gp 2 Basic
Elemental Gem DMG(p.167) 960gp 2 Basic
Gem of Brightness DMG(p.171) 5000gp 2 Basic
Keoghtom's Ointment(per dose) DMG(p.179) 120gp 2 Basic
Oil of Slipperiness DMG(p.184) 480gp 2 Basic
Philter of Love DMG(p.184) 90gp 2 Basic
Potion of Animal Friendship DMG(p.187) 200gp 2 Basic
Potion of Fire Breath DMG(p.187) 150gp 2 Basic
Potion of Greater Healing DMG(p.187) 150gp 2 Basic
Potion of Growth DMG(p.187) 270gp 2 Basic
Potion of Poison DMG(p.188) 100gp 2 Basic
Potion of Resistance DMG(p.188) 300gp 2 Basic
Potion of Water Breathing DMG(p.188) 180gp 2 Basic
Spell Scroll Level 2 DMG(p.200) 120gp 2 Basic
Spell Scroll Level 3 DMG(p.200) 200gp 2 Basic
Rare Consumable Items
Name Source Price Shard
Ammunition +2(each) DMG(p.150) 100gp 3 Basic
Bead of Force DMG(p.154) 960gp 3 Basic
Chime of Opening DMG(p.158) 1500gp 3 Basic
Elixir of Health DMG(p.168) 120gp 3 Basic
Horn of Blasting DMG(p.174) 450gp 3 Basic
Necklace of Fireballs(One bead) DMG(p.182) 300gp 3 Basic
Necklace of Fireballs(Two beads) DMG(p.182) 480gp 3 Basic
Necklace of Fireballs(Three beads) DMG(p.182) 960gp 3 Basic
Necklace of Fireballs(Four beads) DMG(p.182) 1600gp 3 Basic
Necklace of Fireballs(Five beads) DMG(p.182) 3840gp 3 Basic
Necklace of Fireballs(Six beads) DMG(p.182) 7680gp 3 Basic
Oil of Etherealness DMG (p.183) 1920gp 3 Basic
Potion of Clairvoyance DMG(p.187) 960gp 3 Basic
Potion of Diminution DMG(p.187) 270gp 3 Basic
Potion of Gaseous Form DMG(p.187) 300gp 3 Basic
Potion of Heroism DMG(p.188) 180gp 3 Basic
Potion of Invulnerability DMG(p.188) 3840gp 3 Basic
Potion of Mind Reading DMG(p.188) 180gp 3 Basic
Quaal's Feather Token Anchor DMG(p.188) 50gp 3 Basic
Quaal's Feather Token Bird DMG(p.188) 3000gp 3 Basic
Quaal's Feather Token Fan DMG(p.188) 250gp 3 Basic
Quaal's Feather Token Swan Boat DMG(p.188) 3000gp 3 Basic
Quaal's Feather Token Whip DMG(p.188) 250gp 3 Basic
Scroll of Protection DMG(p.199) 180gp 3 Basic
Spell Scroll Level 4 DMG(p.200) 320gp 3 Basic
Spell Scroll Level 5 DMG(p.200) 640gp 3 Basic
Very Rare Consumable Items
Name Source Price Shard
Ammunition +3(each) DMG(p.150) 400gp 4 Basic
Arrow of Slaying(each) DMG(p.152) 600gp 4 Basic
Ioun Stone Absorption DMG(p.177) 2400gp 4 Basic
Nolzur's Marvelous Pigments DMG(p.183) 200gp 4 Basic
Oil of Sharpness DMG(p.184) 3200gp 4 Basic
Potion of Flying DMG(p.187) 500gp 4 Basic
Potion of Invisibility DMG(p.188) 180gp 4 Basic
Potion of Speed DMG(p.188) 400gp 4 Basic
Potion of Superior Healing DMG(p.187) 450gp 4 Basic
Potion of Supreme Healing DMG(p.187) 1350gp 4 Basic
Potion of Vitality DMG(p.188) 960gp 4 Basic
Appendix D | Magical Item Tables
Very Rare Consumable Items (Cont.)
Name Source Price Shard
Rod of Absorption DMG(p.195) 50000gp 4 Basic
Spell Scroll Level 6 DMG(p.200) 1280gp 4 Basic
Spell Scroll Level 7 DMG(p.200) 2560gp 4 Basic
Spell Scroll Level 8 DMG(p.200) 5120gp 4 Basic

Magic Combat Items

Common Combat Items
Name Source Price Shard
Adamantine Weapon XGE(p.78) *500gp Common
Clockwork Amulet XGE(p.137) 150gp Common
Dark Shard Amulet XGE(p.137) 500gp Common
Endearing Spellbook XGE(p.137) 250gp Common
Hat of Wizardry XGE(p.137) 500gp Common
Moon-Touched Sword XGE(p.138) *500gp Common
Ruby of the War Mage XGE(p.138) 200gp Common
Uncommon Combat Items
Name Source Price Shard
+1 Weapon DMG(p.213) *1500gp Uncommon
Adamantine Armor DMG(p.150) *1000gp Uncommon
Bracers of Archery DMG(p.156) 1500gp Uncommon
Brooch of Shielding DMG(p.156) 7500gp Uncommon
Circlet of Blasting DMG(p.158) 1500gp Uncommon
Cloak of Protection DMG(p.159) 3500gp Uncommon
Gauntlets of Ogre Power DMG(p.171) 10000gp Uncommon
Gloves of Missile Snaring DMG(p.172) 3000gp Uncommon
Headband of Intellect DMG(p.173) 10000gp Uncommon
Instrument of the Bards -
Doss Lute
DMG(p.176) 28500gp Uncommon
Instrument of the Bards -
Fochulan Bandlore
DMG(p.176) 26500gp Uncommon
Instrument of the Bards -
Mac-Fuirmidh Cittern
DMG(p.176) 27000gp Uncommon
Javelin of Lightning DMG(p.178) 1500gp Uncommon
Luckstone DMG(p.205) 4200gp Uncommon
Mithral Armor DMG(p.182) *1000gp Uncommon
Pearl of Power DMG(p.184) 6000gp Uncommon
Periapt of Wound Closure DMG(p.184) 5000gp Uncommon
Pipes of Haunting DMG(p.185) 6000gp Uncommon
Pipes of the Sewers DMG(p.185) 2000gp Uncommon
Saddle of the Cavalier DMG(p.199) 2000gp Uncommon
Sentinel Shield DMG(p.199) *20000gp Uncommon
Staff of the Adder DMG(p.203) 1800gp Uncommon
Wand of Magic Missiles DMG(p.211) 8000gp Uncommon
Uncommon Combat Items (Cont.)
Name Source Price Shard
Wand of the War Mage +1 DMG(p.212) 2000gp Uncommon
Wand of Web DMG(p.212) 8000gp Uncommon
Weapon of Warning DMG(p.213) *60000gp Uncommon
Wind Fan DMG(p.213) 1500gp Uncommon
Rare Combat Items
Name Source Price Shard
+1 Armor DMG(p.152) *4000gp Rare
+2 Weapon DMG(p.213) *4000gp Rare
Amulet of Health DMG(p.150) 8000gp Rare
Arrow-Catching Shield DMG(p.152) *6000gp Rare
Belt of Dwarvenkind DMG(p.155) 6000gp Rare
Boots of Speed DMG(p.155) 4000gp Rare
Bracers of Defense DMG(p.156) 6000gp Rare
Cloak of Displacement DMG(p.158) 60000gp Rare
Dagger of Venom DMG(p.160) *3000gp Rare
Elven Chain DMG(p.168) *4500gp Rare
Flame Tongue DMG(p.170) *5000gp Rare
Giant Slayer DMG(p.172) *7500gp Rare
Glamoured Studded Leather DMG(p.172) *2500gp Rare
Instrument of the Bards -
Canaith Mandolin
DMG(p.176) 30000gp Rare
Instrument of the Bards -
Cli Lyre
DMG(p.176) 35000gp Rare
Ioun Stone Awareness DMG(p.177) 12000gp Rare
Ioun Stone Protection DMG(p.177) 1200gp Rare
Ioun Stone Reserve DMG(p.177) 6000gp Rare
Iron Bands of Bilarro DMG(p.177) 4000gp Rare
Mace of Disruption DMG(p.179) *8000gp Rare
Mace of Smiting DMG(p.179) *7500gp Rare
Mace of Terror DMG(p.180) *8000gp Rare
Mantle of Spell Resistance DMG(p.180) 30000gp Rare
Prayer Bead - Bless DMG(p.182) 2000gp Rare
Prayer Bead - Curing DMG(p.182) 4000gp Rare
Prayer Bead - Favor DMG(p.182) 32000gp Rare
Prayer Bead - Smiting DMG(p.182) 1500gp Rare
Prayer Bead - Summons DMG(p.182) 128000gp Rare
Prayer Bead - Wind Walking DMG(p.182) 96000gp Rare
Ring of Evasion DMG(p.191) 5000gp Rare
Ring of Free Action DMG(p.191) 20000gp Rare
Ring of Protection DMG(p.191) 3500gp Rare
Ring of Resistance DMG(p.192) 6000gp Rare
Ring of Spell Storing DMG(p.192) 24000gp Rare
Ring of the Ram DMG(p.193) 5000gp Rare
Appendix D | Magical Item Tables
Rare Combat Items (Cont.)
Name Source Price Shard
Rod of the Pact Keeper +1 DMG(p.197) 12000gp Rare
Rod of the Pact Keeper +2 DMG(p.197) 20000gp Rare
Rope of Entanglement DMG(p.197) 4000gp Rare
Shield of Missile Attraction DMG(p.200) *6000gp Rare
Staff of Charming DMG(p.201) 12000gp Rare
Staff of Healing DMG(p.202) 13000gp Rare
Staff of Swarming Insects DMG(p.203) 16000gp Rare
Staff of the Woodlands DMG(p.204) 44000gp Rare
Staff of Withering DMG(p.205) 3000gp Rare
Sunblade DMG(p.205) *12000gp Rare
Sword of Life-Stealing DMG(p.206) *1200gp Rare
Sword of Sharpness DMG(p.206) *2000gp Rare
Sword of Wounding DMG(p.207) *2500gp Rare
Tentacle Rod DMG(p.208) 5000gp Rare
Vicious Weapon DMG(p.209) *500gp Rare
Wand of Binding DMG(p.209) 10000gp Rare
Wand of Enemy Detection DMG(p.210) 4000gp Rare
Wand of Fear DMG(p.210) 10000gp Rare
Wand of Fireballs DMG(p.210) 32000gp Rare
Wand of Lightning Bolts DMG(p.211) 32000gp Rare
Wand of Paralysis DMG(p.211) 16000gp Rare
Wand of the War Mage +2 DMG(p.212) 6000gp Rare
Very Rare Combat Items
Name Source Price Shard
+2 Armor DMG(p.152) *16000gp Very Rare
+3 Weapon DMG(p.213) *16000gp Very Rare
Animated Shield DMG(p.151) *6000gp Very Rare
Dancing Sword DMG(p.160) *2500gp Very Rare
Dwarven Thrower DMG(p.167) *18000gp Very Rare
Frost Brand DMG(p.171) 2200gp Very Rare
Instrument of the Bards -
Anstruth Harp
DMG(p.176) 109000gp Very Rare
Ioun Stone Agility DMG(p.177) 3000gp Very Rare
Ioun Stone Fortitude DMG(p.177) 3000gp Very Rare
Ioun Stone Insight DMG(p.177) 3000gp Very Rare
Ioun Stone Intellect DMG(p.177) 3000gp Very Rare
Ioun Stone Leadership DMG(p.177) 3000gp Very Rare
Ioun Stone Strength DMG(p.177) 3000gp Very Rare
Nine Lives Stealer
(Fully Charged)
DMG(p.183) *10000gp Very Rare
Oathbow DMG(p.183) *3500gp Very Rare
Ring of Shooting Stars DMG(p.192) 14000gp Very Rare
Robe of Scintillating Colors DMG(p.194) 6000gp Very Rare
Robe of Stars DMG(p.194) 60000gp Very Rare
Very Rare Combat Items (Cont.)
Name Source Price Shard
Rod of Alertness DMG(p.195) 25000gp Very Rare
Rod of the Pact Keeper +3 DMG(p.197) 40000gp Very Rare
Scimitar of Speed DMG(p.199) *7000gp Very Rare
Spellguard Shield DMG(p.201) *50000gp Very Rare
Staff of Fire DMG(p.201) 16000gp Very Rare
Staff of Frost DMG(p.201) 26000gp Very Rare
Staff of Striking DMG(p.203) 21000gp Very Rare
Staff of Thunder
and Lightning
DMG(p.204) 10000gp Very Rare
Wand of Polymorph DMG(p.211) 32000gp Very Rare
Wand of the War Mage +3 DMG(p.212) 19200gp Very Rare
Legendary Combat Items
Name Source Price Shard
Hammer of Thunderbolts DMG(p.173) *16000gp Legendary
Holy Avenger DMG(p.174) *165000gp Legendary
Instrument of the Bards -
Ollamh Harp
DMG(p.176) 125000gp Legendary
Ioun Stone Mastery DMG(p.177) 15000gp Legendary
Ioun Stone Regeneration DMG(p.177) 4000gp Legendary
Ring of Fire Elemental
Command
DMG(p.190) 17000gp Legendary
Ring of Spell Turning DMG(p.193) 30000gp Legendary
Ring of Water Elemental
Command
DMG(p.191) 25000gp Legendary
Rod of Lordly Might DMG(p.195) 28000gp Legendary
Scarab of Protection DMG(p.199) 36000gp Legendary
Vorpal Sword DMG(p.209) *24000gp Legendary

Magic Non Combat Items

Common Non Combat Items
Name Source Price Shard
Armor of Gleaming XGE(p.136) *150gp Common
Cast-Off Armor XGE(p.136) *150gp Common
Boots of False Tracks XGE(p.136) 150gp Common
Charlatan's Die XGE(p.136) 150gp Common
Cloak of Billowing XGE(p.136) 150gp Common
Cloak of Many Fashions XGE(p.136) 500gp Common
Clothes of Mending XGE(p.137) 150gp Common
Dead Helm XGE(p.137) 150gp Common
Ear Horn of Hearing XGE(p.137) 150gp Common
Elyorn's Appendage SGH(p.29) 150gp Common
Ersatz Eye XGE(p.137) 150gp Common
Heward's Handy Spice Pouch XGE(p.137) 100gp Common
Appendix D | Magical Item Tables
Common Non Combat Items (Cont.)
Name Source Price Shard
Horn of Silent Alarm XGE(p.137) 150gp Common
Instrument of Illusions XGE(p.137) 150gp Common
Instrument of Scribing XGE(p.138) 150gp Common
Lock of Trickery XGE(p.138) 150gp Common
Orb of Direction XGE(p.138) 100gp Common
Orb of Time XGE(p.138) 100gp Common
Pipe of Smoke Monsters XGE(p.138) 100gp Common
Pole of Angling XGE(p.138) 100gp Common
Pole of Collapsing XGE(p.138) 100gp Common
Rope of Mending XGE(p.138) 100gp Common
Shield of Expression XGE(p.139) *100gp Common
Smoldering Armor XGE(p.139) *150gp Common
Staff of Adornment XGE(p.139) 100gp Common
Staff of Birdcalls XGE(p.139) 100gp Common
Staff of Flowers XGE(p.139) 100gp Common
Talking Doll XGE(p.139) 100gp Common
Tankard of Sobriety XGE(p.139) 100gp Common
Wand of Conducting XGE(p.140) 100gp Common
Wand of Pyrotechnics XGE(p.140) 100gp Common
Wand of Scowls XGE(p.140) 100gp Common
Wand of Smiles XGE(p.140) 100gp Common
Uncommon Non Combat Items
Name Source Price Shard
Amulet of Proof Against
Detection and Location
DMG(p.150) 20000gp Uncommon
Bag of Holding DMG(p.153) 4000gp Uncommon
Boots of Elvenkind DMG(p.155) 2500gp Uncommon
Boots of Striding and
Springing
DMG(p.156) 5000gp Uncommon
Boots of the Winterlands DMG(p.156) 10000gp Uncommon
Cap of Water Breathing DMG(p.157) 1000gp Uncommon
Cloak of Elvenkind DMG(p.158) 5000gp Uncommon
Cloak of the Manta Ray DMG(p.159) 6000gp Uncommon
Driftglobe DMG(p.166) 750gp Uncommon
Eversmoking Bottle DMG(p.168) 1000gp Uncommon
Eyes of Charming DMG(p.168) 3000gp Uncommon
Eyes of Minute Seeing DMG(p.168) 2500gp Uncommon
Eyes of the Eagle DMG(p.168) 2500gp Uncommon
Gloves of Swimming
and Climbing
DMG(p.172) 2000gp Uncommon
Gloves of Thievery DMG(p.172) 5000gp Uncommon
Goggles of Night DMG(p.172) 1500gp Uncommon
Hat of Disguise DMG(p.173) 5000gp Uncommon
Helm of Comprehend
Languages
DMG(p.173) 500gp Uncommon
Uncommon Non Combat Items (Cont.)
Name Source Price Shard
Helm of Telepathy DMG(p.174) 12000gp Uncommon
Immovable Rod DMG(p.175) 5000gp Uncommon
Lantern of Revealing DMG(p.179) 5000gp Uncommon
Mariner's Armor DMG(p.181) 1500gp* Uncommon
Medallion of Thoughts DMG(p.181) 3000gp Uncommon
Necklace of Adaption DMG(p.182) 1500gp Uncommon
Periapt of Health DMG(p.184) 5000gp Uncommon
Quiver of Ehlonna DMG(p.189) 1000gp Uncommon
Ring of Jumping DMG(p.191) 2500gp Uncommon
Ring of Mind Shielding DMG(p.191) 16000gp Uncommon
Ring of Swimming DMG(p.193) 3000gp Uncommon
Ring of Warmth DMG(p.193) 1000gp Uncommon
Ring of Water Walking DMG(p.193) 1500gp Uncommon
Rope of Climbing DMG(p.197) 2000gp Uncommon
Sending Stones DMG(p.199) 2500gp Uncommon
Slippers of Spider Climbing DMG(p.200) 5000gp Uncommon
Trident of Fish Command DMG(p.209) *800gp Uncommon
Wand of Magic Detection DMG(p.211) 1500gp Uncommon
Wand of Secrets DMG(p.211) 1500gp Uncommon
Rare Non Combat Items
Name Source Price Shard
Boots of Levitation DMG(p.155) 4000gp Rare
Cape of the Mountebank DMG(p.157) 8000gp Rare
Cloak of the Bat DMG(p.159) 6000gp Rare
Cube of Force DMG(p.159) 16000gp Rare
Dimensional Shackles DMG(p.165) 3000gp Rare
Folding Boat DMG(p.170) 10000gp Rare
Gem of Seeing DMG(p.172) 32000gp Rare
Heward's Handy Haversack DMG(p.174) 2000gp Rare
Horseshoes of Speed DMG(p.175) 5000gp Rare
Ioun Stone Sustenance DMG(p.177) 1000gp Rare
Periapt of Proof Against Poison DMG(p.184) 5000gp Rare
Portable Hole DMG(p.185) 8000gp Rare
Ring of Animal Influence DMG(p.189) 4000gp Rare
Ring of Feather Falling DMG(p.191) 2000gp Rare
Ring of X-Ray Vision DMG(p.193) 6000gp Rare
Robe of Eyes DMG(p.193) 30000gp Rare
Rod of Rulership DMG(p.197) 16000gp Rare
Very Rare Non Combat Items
Name Source Price Shard
Cloak of Arachnida DMG(p.158) 5000gp Very Rare
Horseshoes of the Zephyr DMG(p.175) 1500gp Very Rare
Mirror of Life Trapping DMG(p.181) 18000gp Very Rare
Appendix D | Magical Item Tables
Legendary Non Combat Items
Name Source Price Shard
Apparatus of Kwalish DMG(p.151) 10000gp 1 Legendary
Plate Armor of Etherealness DMG(p.185) 48000gp* 1 Legendary
Ring of Invisibility DMG(p.191) 10000gp 1 Legendary

Magic Summoning Items

Common Summoning Items
Name Source Price Shard
Hat of Vermin XGE(p.137) 150gp Common
Uncommon Summoning Items
Name Source Price Shard
Silver Raven DMG(p.170) 5000gp Uncommon
Staff of the Python DMG(p.204) 2000gp Uncommon
Rare Summoning Items
Name Source Price Shard
Bowl of Commanding
Water Elementals
DMG(p.156) 8000gp Rare
Brass Horn of Valhalla DMG(p.175) 8400gp Rare
Brazier of Commanding
Fire Elementals
DMG(p.156) 8000gp Rare
Censer of Controlling
Air Elementals
DMG(p.158) 8000gp Rare
Golden Lion(each) DMG(p.169) 600gp Rare
Ivory Goat(Terror) DMG(p.169) 20000gp Rare
Ivory Goat(Travail) DMG(p.169) 400gp Rare
Ivory Goat(Traveling) DMG(p.169) 1000gp Rare
Marble Elephant DMG(p.170) 6000gp Rare
Onyx Dog DMG(p.170) 3000gp Rare
Silver Horn of Valhalla DMG(p.175) 5600gp Rare
Stone of Controlling
Earth Elementals
DMG(p.205) 8000gp Rare
Very Rare Summoning Items
Name Source Price Shard
Bronze Horn of Valhalla DMG(p.175) 11200gp Very Rare
Legendary Summoning Items
Name Source Price Shard
Iron Horn of Valhalla DMG(p.175) 14000gp Legendary
Appendix D | Magical Item Tables

Appendix E:
Deprecated Content


You may not use deprecated content in new character creation, but may keep a character that already exists and has the following features.

If content has been changed but has not been added as deprecated content, you must either change the feature to the new version, or choose a like feature that fits your character.

Deprecated Races

  • Half-Dwarves
  • Batfolk
  • Molefolk

Deprecated Feats

Tenacious

This feat replaces the core Durable and Tough feats


Hardy and resilient, you gain the following benefits:

  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Wrestler

You prefer to grapple, and wrestle your foes.

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

Choose one of the following:


Airborne Hero: You have advantage on skill and ability checks to climb and hold onto objects and creatures.

While being grappled by you, falling creatures receive 1d6 of fall damage for every 5 feet fallen instead of 10 feet. Your fall damage calculation remains unchanged. If the creature is released from grapple during the fall, subsequent fall damage dice calculation will revert to normal fall calculation.


Stable Bastion: You have advantage on checks against being knocked prone, and you do not incur disadvantage on attacks while prone and you may use your bonus action to attempt to shove a creature

Additionally when you shove a creature you are grappling, you can choose to force it to move up to 15 feet away if you have moved 15 feet towards the direction before shoving the creature.

Attempts to shove the grappled creature using this feature will release the grapple whether you succeed with the shove or not.

APPENDIX E | Deprecated Content

Appendix F:
Hub DM Guidelines

DMing in Hub

To become a DM, ask on the discord.

  • You must have read the Dungeon Master's Guide, Player's Handbook, and this document.
  • You must run at least one session a month.
  • Your adventure must make sense within the world.
  • Follow all DMs guidelines.

ALL quests and rewards must be approved in the #quest-approval channel before being presented to players.

Use this document for quest-approval submissions


Create a post in the #rumor-board channel, describing the adventure to find players.

Check the #looking-for-group channel for players trying to find an adventure.

Rewards & Treasure

Gold

Limit the value of treasure that you award during a quest. (This value includes art objects, Armor, Potions, weapons, gems, loose coins(ect).)


Use this Calculator to determine the total value of all loot given to players.

For example: If the party consists of 4 level 4 characters in an adventure that consists of 2 medium (600xp & 950xp) and one hard encounter (1200xp), the overall maximum gold that the party can earn is 2,090gp


When awarding non- monetary treasure items, deduct their value from the reward total.

Total value of non-GP treasure items (armor, weapons, potions, Painting, Gems (ect).) is not to exceed %20 of the max gold reward for the adventure

Experience

ALL enemies must have a 5e CR.


Players get a full share of XP for every encounter they are a Full Participants in, and a half share for each encounter they are a Partial Participant in. (not present / conscious for more than half of (at DMs discretion.)

If a player actively hinders the party, or they are not present for over half of the encounter (at DMs discretion) they receive no share of the XP


Use this Calculator


Players should get XP for ALL creatures the party kills or otherwise defeats / deals with. ie- If a party stumble upon a group of 5 goblins, and they talk their way out of the fight, the party should receive 250 xp for the encounter, whether or not the receives gold for the encounter is at the DMs discretion. Characters that die still get a share of the XP.

Magic Items

DMs and WMs can't give out magic items.

If your players need unorthodox items for the quest, find a way to give the players access to the needed items Within the adventure.

ie. If the adventure is under the ocean: Have a local village give the players magic pearl chokers... But the party must return them after the adventure.

Only do this for times the characters could not be reasonably expected to have made proper preparations.

(Characters may die if a party leaves Hub without a healer or healing potions. Characters should be aware of this fact.)

Awarding Shards

If they choose, DMs may award players with up to one Basic or Common Shard per adventure (not per session).

Awarding Inspiration

Give Inspiration often. Anytime a Player plays their backstory, plays cleverly, or does something fun or cool.

After the Adventure

  • Have the players vote for MVP.
  • A Player MUST make a scribes guild post detailing the adventure (if more than one person wants the job, take a vote).

If a player does not make a post then the DM must submit the scribes guild entry, and the characters receive NO rewards.

DM Rewards

DMs deserve a reward for contributing to our server.

When you run an adventure, you get 2 midari for each hour the adventure takes place (maximum of 8mp), and you may choose to gain the equivalent of one full share of the XP from that adventure, The XP may only be claimed by a character of equal tier or higher than the adventure the XP was rewarded for.


For example, If you run a four hour long Tier Two game and give out 1200 XP as a full share of the XP, you get 1200 XP for a level 5 or higher character and 6 midari.

APPENDIX F | HUB DM GUIDELINES

Suggested Rules

The following rules are optional... Use them, or don't.

ESCAPE

When you take the Escape action, you attempt to withdraw from combat and move up to your speed.

If before the start of your next turn you come within the reach of a creature that wants to stop you, it can attempt to grapple you as an opportunity attack.

At the start of your next turn if you can move and your distance away from any hostile creature is greater than its speed, you escape from combat and are removed from the initiative order.

If any enemies try and pursue you, you become the quarry in a chase following the rules in chapter 10 of the Dungeon Masters Guide.

ESCAPING

You can attempt to escape from most combat encounters, but the DM might decide that it's impossible to escape from certain situations.

You can't escape while a hostile creature has you within its reach, and if you move within reach of a hostile creature it can try and stop you. An invisible creature can always try and escape as long as it is not restrained. Signs of its passage might still be noticed, however, and it can still be pursued.

In combat, most creatures stay alert for enemies feeing, and if you withdraw from the area around it, a creature usually tries to stop you. However, under certain circumstances such as if a creature is distracted, the Dungeon Master might allow you to gain advantage on the contested roll made as part of the escape.

Flanking

Use the optional rule for flanking from the DMG (p.251) but in place of advantage the flanking characters gain +2 to hit.

APPENDIX F | HUB DM GUIDELINES

Credits

Written by Discodecepticon (Eric Mitchell)

Map

  • Soph
  • Disco

Feats

  • WotC
  • Dawnforgedcast

Inspiration

  • Matt Colville
  • Matt Mercer
  • Mike Mearles
  • WotC

Special thanks

  • Doug Howard (For introducing me to all things nerdy.)
  • Nytohan (For being the most capable, hardest working guy I know.)
  • Soph (For helping out so much.)
  • Lime (For directing his autism toward improving this thing I love.)
  • Rabz (For knowing magic users... so I don't have to.)
  • Antonio (For being my first DM, and for about 70% of our members)
  • Pig (For stepping up and being our first moderator when we needed one most.)
  • My CMs (For listening, and letting me bounce ideas off of them.)
  • Dalas N (For putting my backstory into words.)
  • The Players (Without you guys this is nothing.)
  • Patrons:
    • Kim
    • XanaX
    • Greg
    • Nilebane
    • Kyinight
    • Rabz
    • Nogurnot
    • Dragon Redux
    • MilknWilk
    • Deadfox89
    • Raddish

Art

In order of appearance.

Cover (page 1): Tigaer

Hub Mab (page 4): Discodecepticon, & Soph.

Tavern Background (page 13): Dragon Age Origins

DnD Group (page 13): u/and_nobody_cares

Talisman Pact/Invocation Credits

Creator:

u/PeanutJayGee

Original:

Pact of the Talisman

CREDITS

Will you survive the wilds?

Lost in an unknown world, Hubmiiran is a city of adventurers, heroes and rogues.

The Survivors Guide to Hubmiiran is an essential resource for Dungeon Masters and players of the Westmarches Hubmiiran, with all the rules and information needed to survive the wilderness.

For use with the fifth edition Core Books, Discord, and a Virtual Table Top of your choice.

I don't know if its evident of not, but this document (and Hubmiiran as a whole) takes a ton of time and effort to produce.
If you like what we've done, please consider supporting us on Patreon