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Suvivors Guide to Hubmiiran
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# Contents
- ### [
3
**Backstory**
](#p3) - ### [
4
**Introduction**
](#p4) - [
4
**Rules**
](#p4) - [
4
**The Adventure So Far**
](#p4) - ### [
5
**How to Play in Hubmiiran**
](#p5) - [
5
**Players**
](#p5) - [
5
**PVP**
](#p5) - [
5
**KO'd**
](#p5) - [
5
**Death**
](#p5) - [
5
**After the Adventure**
](#p5) - #### [
6
**Downtime**
](#p6) - [
6
**Activities**
](#p6) - #### [
8
**Character Creation**
](#p8) - ### [
9
**Races**
](#p9) - [
9
**The Eight**
](#p9) - [
10
**Half Races**
](#p10) - [
11
**Non-Races**
](#p11) - [
12
**Unlocked Races**
](#p12) - ### [
13
**Classes & Archetypes**
](#p13) - [
14
**Barbarian**
](#p14) - [
15
**Bard**
](#p15) - [
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**Cleric**
](#p17) - [
20
**Druid**
](#20) - [
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**Fighter**
](#p21) - [
24
**Monk**
](#p24) - [
26
**Paladin**
](#p26) - [
29
**Ranger**
](#p29) - [
31
**Rogue**
](#p31) - [
32
**Sorcerer**
](#p32) - [
33
**Warlock**
](#p33) - [
36
**Wizard**
](#p36) - ### [
38
**Feats**
](#p38) - [
38
**Feat Revisions**
](#p38) - [
41
**New Feats**
](#p41) - ### [
42
**Items & Equipment**
](#p42) - #### [
42
**Items**
](#p42) - [
42
**Trading**
](#p42) - [
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**Magic Items**
](#p42) - [
43
**Midari**
](#p43) - #### [
44
**Armor, Weapons & Gear**
](#p44) - [
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**Hub Armor**
](#p45) - [
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**Hub Weapons**
](#p45) - [
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**Hub Firearms**
](#p45)
- ### [
46
**Appendix A:
Misc. Changes & Additions**
](#p46) - [
46
**Inspiration**
](#p46) - [
46
**Improvised Weapons**
](#p46) - [
46
**Spell Changes**
](#p46) - ### [
47
**Appendix B:
Wild Shape Tables**
](#p47) - [
47
**Local Beasts Tables**
](#p47) - [
48
**Exotic Beasts Tables**
](#p48) - ### [
50
**Appendix C:
Hubmiiran Deities**
](#50) - ### [
51
**Appendix D:
Deprecated Content**
](#p51) - ### [
52
**Appendix E:
Hub DM Guidlines**
](#p52) - ##### [
53
**Credits**
](#p53)
\pagebreak # 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 VahTiarmar, 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
\pagebreakNum
# Introduction Hubmiiran is a [WestMarches](https://www.youtube.com/watch?v=oGAC-gBoX9k&ab_channel=MatthewColville)
style game played using the
Dungeons & Dragons 5th edition ruleset
by Wizards of the Coast. ## Rules - **Server Masters** are God. - **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 DMs lead, avoid arguing with the DM or other players 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 DM. - 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 sacred walls and clear the the surrounding landscape of danger. \columnbreak
> ##### Book Sources > >| | | >|:----|:-------------| >| **DMG** |= *Dungeon Master's Guide.* | >| **EE** |= *Elemental Evil Player's Companion.* | >| **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
\pagebreakNum # 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](https://discord.gg/QZzQ6yD), the [5e SRD](https://5thsrd.org/), 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](#p8) in the Hubmiiran [Roll20](https://app.roll20.net/join/2750700/HpFPyQ) 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 cannot adventure with a level 5 character.* ##### Level Tiers | Tier | Starting Level | |:----:|-------------:| | 0 | 1st Level | | 1 | 3rd Level | | 2 | 6th Level | | 3 | 10th Level | | 4 | 14th Level | | 5 | 17th 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 will decide if something constitutes PVP.* \columnbreak ## KO'd A creature that is reduced to 0 hit points gains a level of exhaustion unless it receives an amount of healing equal to or greater than its level as part of regaining consciousness. ### Stabilized Regaining consciousness after being stabilized counts as a short rest for the character as long as they remained unconscious for the full 1d4 hours. ## Death If you character dies and is not resurrected, make a post in #hall-of-the-dead on discord, and change the characters name on Roll20 to ***Deceased*** **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***](#p42) (*The currency of the old world*) **See Pinned messages in the channel for example scribes guild entry.**
HOW TO PLAY IN HUBMIIRAN
\pagebreakNum ## Downtime #### Acquiring Downtime Characters receive 2 downtime day per 30 minutes played, as a reward for going on adventures (Round up if time is **>** 20 minutes) #### 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. - Expert characters crafting speed equals 50 gp per day (up to the full value) with a cost of %40 the value of the item. - Characters with proficiency or expertise 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 1 down time day and 250gp - or 2 Basic shards into 1 Common shard for 1 down time day and 500gp \columnbreak #### 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. - **2 day and 25gp-** You gain the benefits of the *lesser restoration* spell as if it had been cast with you as the target - **5 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 - **14 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
\pagebreakNum #### 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 allowed learn](#p9)):** 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 1(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. ##### Trainers - **Barbarian:** Iris: Human - **Bard:** N/A - **Cleric:** Dr. Patrik Ruschmeyer: Human. - **Druid:** N/A - **Fighter:** Francisco Nicolo Spira daVale(Rizo daVale): Human - **Monk:** Belak the Bound: Goliath. - **Paladin:** Sir William of Numbers(aka Bob the Accountant): Tiefling. - **Ranger:** Gaylen Longstride: Half Elf. - **Rogue:** Thunderstruk (Twins): Gnome. - **Sorcerer:** N/A - **Warlock:** Warlock Holmes: Human - **Wizard:** Acuman: Dwarf (Tall due to Illusion magic) #### 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 100gp, per spell level. 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. \columnbreak #### Acquiring Beast shapes Your druid character may learn any beast shapes from the [Local Beasts](#p47) 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](#p48) 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 GM 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 GM one question about almost anything. The GM may have you make a skill check depending on the question.
HOW TO PLAY IN HUBMIIRAN
\pagebreakNum ## Character Creation ### The Basics #### Stats You **Must** use our [point buy](http://roll1d1.com/pointbuy) 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 38](#p38) 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 1**. #### Characters Non-Patrons may have a maximum of 3 characters active at one time. 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. ##### Level Tiers | Tier | Starting Level | |:----:|-------------:| | 0 | 1st Level | | 1 | 3rd Level | | 2 | 6th Level | | 3 | 10th Level | | 4 | 14th Level | | 5 | 17th Level | ### 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 (page 125). \columnbreak ### 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 VahTiarmar. ___ 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. - **Primordial:** 16 INT, or Neutral aligned character. - **Sylvan:** 16 INT, or Chaotic aligned character. ### Deities Players do not know much about the gods, and as such; deity based classes should not choose their own deity, a god is chosen for you based on your character (including your preferred domain). ___ If your character is a Cleric or would like a deity to worship: Speak to @lime_heer or @discodecepticon. You may see the [Deity list here](#51). ### Starting Equipment If your character starts at level 1 they start with 1 basic shard in addition to any standard class gear or starting wealth (*PHB p.143*). If your character starts at a higher level: - **3rd level:** 1 Basic shards, and 1000gp *(no standard class gear)*. - **6th level:** 2 Basic shards, 1 Common shards, and 2000gp *(no standard class gear)*. - **10th level:** 4 Basic shards, 2 Common shards, 1 Uncommon shard, and 4000gp *(no standard class gear)*. - **14th level:** 4 Basic shards, 4 Common shards, 1 Uncommon shard, and 8000gp *(no standard class gear)*. - **17th level:** 4 Basic shards, 4 Common shards, 1 Uncommon shard, 1 Rare shard, and 16000gp *(no standard class gear)*.
HOW TO PLAY IN HUBMIIRAN
\pagebreakNum # Races ## The Eight Only eight races existed in Midar when Hubmiiran was pulled into the new world. Player character races are restricted to these eight and any unlocked through play. Any races not listed here have not been unlocked, and are unavailable. ### Dwarves - **Duergar:** *SCAG (page 104), MTF (page 81).* - **Hill Dwarf:** *PHB (page 20).* - **Mountain Dwarf:** *PHB (page 20).* ### Elves - **Dark Elf (Drow):** *PHB (page 24).* - **High Elf:** *PHB (page 23).* - **Sea Elf:** *MTF (page 62).* - **Wood Elf:** *PHB (page 24).* ### Gnomes - **Deep Gnome:** *[EE (page 5)](https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf), MTF (page 113).* - **Forest Gnome:** *PHB (page 37).* - **Rock Gnome:** *PHB (page 37).* ### Goblinoids Unlike in most world, in Hub the three types of goblins are all one race. Sterile and covered in hair, one in one hundred Goblinoid whelps are born Bugbears. Making up barely %10 of the gobloid population, its impossible to tell a Hobgoblin from a Goblin until adolescence. - **Bugbear:** *VGM (page 119).* - **Goblin:** *VGM (page 119).* - **Hobgoblin:** *VGM (page 119).* ### Halflings - **Ghostwise Halfling:** *SCAG (page 110).* - **Lightfoot Halfling:** *PHB (page 28).* - **Stout Halfling:** *PHB (page 28).* ### Humans - **Standard Human:** *PHB (page 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. \columnbreak ### Orcs - **Standard Orc:** *VGM (page 120)* ### Tortles - **Standard Tortle:** *TP (page 4).*
> ##### Race Sources >| | | >|:----|:-------------| >| **EE** |= *Elemental Evil Player's Companion.* | >| **HH** |= *Hubmiiran Homebrew.* >| **MTF** |= *Mordenkainen's Tome of Foes.* | >| **PHB** |= *Player's Handbook.* | >| **SCAG** |= *Sword Coast Adventurer's Guide.* | >| **TP** |= *The Tortle Package.* | >| **UA** |= *Unearthed Arcana.* | >| **VGM** |= *Volo's Guide to Monsters.* |
RACES
\pagebreakNum ## Half Races In Hubmiiran, only humans can 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. ### Half-Dwarves - **Standard Half-Dwarf:** *[HH](https://drive.google.com/file/d/18asi-aaxrmWmGxaNw_JyegpuBXFkxa6i/view?usp=sharing)* - **Variant Half-Dwarf:** *[HH](https://drive.google.com/file/d/18asi-aaxrmWmGxaNw_JyegpuBXFkxa6i/view?usp=sharing)* ### Half Elves - **Standard Half-Elf:** *PHB (page 39).* - **Variant Half-Elf:**
> ##### Half-Elf Variants > Some half elves have a racial trait in place of the Skill Versatility trait. Your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elven parentage: > > - A half-elf of **High Elf** descent can choose the high elf's Cantrip trait. > - A half-elf of **Wood Elf** descent can choose the wood elf's Mask of the Wild trait. > - A half-elf of **Dark Elf** descent can choose the dark elf's Drow Magic trait. > - A half-elf of **Sea Elf** descent can choose the sea elf's Child of the Sea trait.
### Half-Orcs - **Standard Half-Orc:** *PHB (page 41).*
RACES
\pagebreakNum ## 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 (page 105)* - **Scourge Aasimar:** *VGM (page 105)* - **Fallen Aasimar:** *VGM (page 105)* ### Dragonborn #### Metallic Ancestry - **Brass Dragonborn:** *PHB (page 34)* - **Bronze Dragonborn:** *PHB (page 34)* - **Copper Dragonborn:** *PHB (page 34)* - **Gold Dragonborn:** *PHB (page 34)* - **Silver Dragonborn:** *PHB (page 34)* #### Chromatic Ancestry - **Black Dragonborn:** *PHB (page 34)* - **Blue Dragonborn:** *PHB (page 34)* - **Green Dragonborn:** *PHB (page 34)* - **Red Dragonborn:** *PHB (page 34)* - **White Dragonborn:** *PHB (page 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. \columnbreak ### Genasi - **Air Genasi:** *[EE (page 9)](https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf)* - **Earth Genasi:** *[EE (page 9)](https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf)* - **Fire Genasi:** *[EE (page 9)](https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf)* - **Water Genasi:** *[EE (page 10)](https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf)* ### Tiefling #### Diabolic Ancestry - **Asmodeus:** *MTF (page 21)* - **Baalzebul:** *MTF (page 21)* - **Dispater:** *MTF (page 21)* - **Fierna:** *MTF (page 21)* - **Glasya:** *MTF (page 22)* - **Levistus:** *MTF (page 22)* - **Mammon:** *MTF (page 22)* - **Mephistopheles:** *MTF (page 23)* - **Zariel:** *MTF (page 23)* #### Demonic Ancestry - **Abyssal:** *[UA That Old Black Magic (page 1)](https://media.wizards.com/2015/downloads/dnd/07_UA_That_Old_Black_Magic.pdf)*
RACES
\pagebreakNum ## Unlocked Races The adventurers of Hubmiiran have discovered cities of new and strange races in their exploration of the VahTiarmar. Through diplomacy, some of these cities have allied with Hubmiiran, 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. - **Batfolk:** [HH](https://drive.google.com/file/d/1vf4jOjCBoNpJ0wKNcVcSvRS8MMOXYIei/view?usp=sharing) - **Ferretfolk:** [HH](https://drive.google.com/file/d/1vf4jOjCBoNpJ0wKNcVcSvRS8MMOXYIei/view?usp=sharing) - **Molefolk:** [HH](https://drive.google.com/file/d/1vf4jOjCBoNpJ0wKNcVcSvRS8MMOXYIei/view?usp=sharing) - **Mousefolk:** [HH](https://drive.google.com/file/d/1vf4jOjCBoNpJ0wKNcVcSvRS8MMOXYIei/view?usp=sharing) - **Rabbitfolk:** [HH](https://drive.google.com/file/d/1vf4jOjCBoNpJ0wKNcVcSvRS8MMOXYIei/view?usp=sharing) - **Ratfolk:** [HH](https://drive.google.com/file/d/1vf4jOjCBoNpJ0wKNcVcSvRS8MMOXYIei/view?usp=sharing) - **Squirrelfolk:** [HH](https://drive.google.com/file/d/1vf4jOjCBoNpJ0wKNcVcSvRS8MMOXYIei/view?usp=sharing)
RACES
\pagebreakNum
# 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 can choose to create a character using classes and subclasses listed in this document. Some of the following subclasses or classes have been modified for balance or flavor purposes. ___ ***Multi-Classing is not allowed.*** \columnbreak > ##### Class Sources > >| | | >|:----|:-------------| >| **DMG** |= *Dungeon Master's Guide.* | >| **EE** |= *Elemental Evil Player's Companion.* | >| **HH** | = *Hubmiiran Homebrew* >| **PHB** |= *Player's Handbook.* | >| **SCAG** |= *Sword Coast Adventurer's Guide.* | >| **XGE** |= *Xanathar's Guide to Everything.* |
CLASSES & ARCHETYPES
\pagebreakNum ## Barbarian: ## Primal Paths Barbarians in Hubmiiran have the following Primal Path options. ### Path of the Ancestral Guardian *XGE page 9.* ___ Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid. Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals. ### Path of the Battlerager *SCAG page 121.* ___ Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle. ___ *(Only Dwarves and Half-Dwarves can become Battleragers in Hub)* ### Path of the Berserker *PHB page 49.* ___ For some barbarians. rage is a means to an end - that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage. you thrill in the chaos of battle, heedless of your own health or well-being. ### Path of the Storm Herald *XGE page 10.* ___ All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts. \columnbreak ### Path of the Totem Warrior *PHB page 50, and SCAG page 121. [HH](https://drive.google.com/file/d/1bcfA6vcNBpwFIKe9XRXTxOsahM20Fvuj/view?usp=sharing)* ___ The Path of the Totem Warrior is a spiritual journey, as the Barbarian accepts a spirit animal as guide, protector, and inspiration. In battle. your totem spirit fills you with supernatural might. adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases. it is unusual for an individual to have more than one totem animal spirit, though exceptions exist. ___ *If you follow the Path of the Totem Warrior from the Player's Handbook, you have access to any options presented here.* - **Bear** - **Eagle** - **Wolf** - **Elk** - **Tiger** - **Boar** - **Shark.** - **Snake** ### Path of the Zealot *XGE page 11.* ___ Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots - warriors who channel their rage into powerful displays of divine power. A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good. ___ Vammir, Datos, and Syhaphany are the gods that are most likely to inspire zealots in Hub. ___ *The following modifications have been made to the Way of 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.
CLASSES & ARCHETYPES
\pagebreakNum ## Bard: #### Additional Proficiencies **Weapons:** Concealed Blade. ## Bard Colleges Bards in Hubmiiran have the following Bard College options. ### College of Fools *[HH](https://drive.google.com/file/d/1GwTAvR3vmwDtFDMTEJ8q4H8Wzzuw38kW/view?usp=sharing)* ___ As bardic colleges go, the college of Fools is one of the least cohesive, but its members are often some of the most famous and well-remembered. Instead of boring themselves with studying ancient lore or rehashing the same dismal tale of heroism over and over, bards of the college of fools simply prefer to make as many friends as possible, wherever the go, and to share with them their humor and good spirits. They strive always to bring laughter and light into the world. Two or more will occasionally meet up to share jokes or hilarious pranks, but mostly they spend their time adventuring with their friends. A fool cracks wise even during the heat of combat, inspires her friends with humor and optimism, and is always a reliable source of inspiration. ### College of Glamour *XGE page 14.* ___ The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors. \columnbreak ### College of Lore *PHB page 54.* ___ Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self important figures of authority ### College of the Maestro *[HH](https://drive.google.com/file/d/1AJOR82SyMGSINTxyH12LeMZH45-XF0CY/view?usp=sharing)* ___ Music is a powerful thing. It can bolster a burning passion, inspire the meek to bravery, and sooth a cluttered mind. Wandering bards have mastered the art of creating music to shape and manipulate the thoughts and hearts of the world through song, words, and instrument. However, it is the Maestro who has learned to evoke music from the natural world around them and weave these notes with arcane skill into melodies of dynamic and potent magic. ### College of Mimes *[HH](https://drive.google.com/file/d/14ykAzHwmCEGNq78Xx4W8-jX5BBxms6zW/view?usp=sharing)* ___ Underappreciated and often misunderstood, mimes are among the most unique performers ever to have taken up the bardic mantle. The College of Mimes takes its training seriously, rigorously enforcing standards of silence, pantomime, and facepaint among its students. Those who master this strange and enchanting art can harness the power of invisibility, hiding their equipment and their very spells from the untrained eye.
CLASSES & ARCHETYPES
\pagebreakNum ### College of Swords *XGE page 15.* ___ Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right. Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks. Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers. ### College of Valor *PHB page 55.* ___ Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old. ### College of Whispers *XGE page 16.* ___ Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards , sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.
CLASSES & ARCHETYPES
\pagebreakNum ## Cleric: ## Divine Domains Clerics in Hubmiiran have the following Divine Domain options. ### Arcana Domain *SCAG page 125.* ___ Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit. The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. ___ Quala, Rimbris, Syhaphany, and Zephion are the gods of the Arcana domain in Hub. ### Death Domain *DMG page 96.* ___ The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Gods of the Death domain also embody murder, pain, disease or poison, and the underworld. ___ Diara, Rimbris, and Vammir are the gods of the Death domain in Hub. ### Forge Domain *XGE page 18.* ___ The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. ___ Apohr, Quala, and Zephion are the gods of the Forge domain in Hub. \columnbreak ### Grave Domain *XGE page 19.* ___ Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due. ___ Rimbris, Syhaphany, Vammir, and Velara are the gods of the Grave domain in Hub. ### Knowledge Domain *PHB page 59.* ___ The gods of knowledge value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities. ___ Alous, Apohr, Datos, and qWelduan are the gods of the Knowledge domain in Hub. ### Life Domain *PHB page 60.* ___ The Life domain focuses on the vibrant positive energy - one of the fundamental forces of the universe that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities, sun gods, gods of healing or endurance, and gods of home and community. ___ Alous, Diara, Quala, Syhaphany, and Zephion are the gods of the Life domain in Hub.
CLASSES & ARCHETYPES
\pagebreakNum ### Light Domain *PHB page 60.* ___ Gods of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry. who teach that art is a vehicle for the soul"s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness. ___ Alous, Apohr, Quala, qWelduan, and Zephion are the gods of the Light domain in Hub. ### Nature Domain *PHB page 61.* ___ Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests, to friendly deities associated with particular springs and groves. Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgolten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods. ___ Diara, Syhaphany, Vammir, and Velara are the gods of the Nature domain in Hub. ### Protection Domain *[HH](https://drive.google.com/file/d/1z8mbaLyB_oUvwbfLJrWbAk1n9zhB1gh2/view?usp=sharing)* ___ The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. ___ Apohr, Rimbris, Syhaphany, and Zephion are the gods of the Protection domain in Hub. \columnbreak ### Technology Domain *[HH](https://drive.google.com/file/d/1uv9CJakFLhM1DKdLdYUQNWOlBY3gMS_a/view?usp=sharing)* ___ Science and progress are the driving force of many empires, peoples and ideologies, and it is little wonder that many gods find the advancement of technology a suitable element for their portfolio. Clerics of these gods are often craftspeople themselves, always tinkering and creating contraptions of gears and metal, glass and lightning, to preform various tasks, from improbable to seemingly impossible. A cleric of Technology can find themselves anywhere on the alignment spectrum, depending on whom they believe technology should benefit, and what they believe the role of technology to truly be. __ Apohr, Datos, qWelduan, Syhaphany, and Zephion are the gods of the Technology domain in Hub. ### Tempest Domain *PHB page 62.* ___ Gods whose portfolios include the Tempest domain govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath. ___ Quala, qWelduan, Syhaphany, Velara, and Vammir are the gods of the Tempest domain in Hub. ### Trickery Domain *PHB page 62.* ___ Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation. ___ Alous, Datos, Diara, and qWelduan are the gods of the Trickery domain in Hub.
CLASSES & ARCHETYPES
\pagebreakNum ### War Domain *PHB page 63.* ___ War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry as well as gods of destruction and pillage and gods of conquest and domination. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. ___ Apohr, Datos, Velara, and Vammir are the gods of the War domain in Hub.
CLASSES & ARCHETYPES
\pagebreakNum ## Druid: ___ *The following modifications have been made to the Druid class features for balance or flavor purposes.* ### Wild Shape You may gain any beast shapes from the [local beasts Tables](#p47) for free. Any beast shapes on the [Exotic Beasts Tables](#p48) must be gained using Downtime (See [page 7](#p7)). ## Druid Circles Druids in Hubmiiran have the following Druid Circle options. ### Circle of Dreams *XGE page 22.* ___ Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest. ### Circle of the Fountain *[HH](https://drive.google.com/file/d/1iDd6jAEkHf9gQWm2MFvx3sUf-RGni6RR/view?usp=sharing)* ___ Myths of a mystical fountain where anti-aging water flows have filled tomes for centuries. The Circle of the Fountain is rumored to have partaken in the waters which enhance their healing magic. No one but the Circle knows for sure, but Fountain druids use the rejuvenating properties of water to repair and enhance the body and nature itself. ### Circle of the Land *PHB page 68.* ___ The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition, These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites. \columnbreak ### Circle of the Moon *PHB page 69.* ___ Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood. ### Circle of the Shepherd *XGE page 23.* ___ Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
CLASSES & ARCHETYPES
\pagebreakNum ## Fighter: #### Additional Proficiencies **Armor:** Tower shield.
**Weapons:** Firearms (excluding Expert) ## Martial Archetypes Fighters in Hubmiiran have the following Martial Archetype options. ### Arcane Archer *XGE page 28.* ___ An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. ### Battle Master *PHB page 73.* ___ Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge. ### Cavalier *XGE page 30.* ___ The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure. ### Champion *PHB page 72.* ___ The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. \columnbreak ### Eldritch Knight *PHB page 74.* ___ The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards, They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. ### Fencer *[HH](https://drive.google.com/file/d/1uV8lKx7kwfd19Ev05MluwDy0XtZPw0I8/view?usp=sharing)* ___ Postured, graceful, and utterly deadly, archetypal fencers favor precise one-handed parries and thrusts to conventional shielded combat. Preferring to remain mobile and evasive, fencers react like clockwork to their opponent's movements, striking at their foe's weakest moment with a barrage of pinpoint strikes. ___ *Ignore the Dueling Fighting Style prerequisite.* ### Gunslinger *[HH](https://drive.google.com/file/d/1C529-32t8wz0iF_mTjhi0dQMqytfvgHR/view?usp=sharing)* ___ Most warriors and combat specialist spend their years perfecting the classic arts of swordplay, archery, or polearm tactics. Whether duelist of infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them. However some minds couldn't stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms. ___ *For a list of usable firearms use the [Hub Firearms](#p45) Table, not the table in the Gunslinger document.*
CLASSES & ARCHETYPES
\pagebreakNum ### Purple Dragon Knight (Banneret) *SCAG page 128.* ___ Purple Dragon knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond their kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A Purple Dragon knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had. ___ *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 page 31.* ___ The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.
CLASSES & ARCHETYPES
\pagebreakNum ## 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 Players 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 can don or doff a shield as a bonus action. Additionally, you gain a +1 to attack and damage rolls on attacks you make with a versatile weapon wielded with two hands. ### Lasher When you use a whip, its damage die increases from 1d4 to 1d6. 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 (Slight of Hand) check versus a DC determined by the DM. ### 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 12 + your Dexterity modifier. \columnbreak ### 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, 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.
CLASSES & ARCHETYPES
\pagebreakNum ## Monk: #### Additional Proficiencies **Weapons:** Flintlocks. ## Monastic Traditions Monks in Hubmiiran have the following Monastic Tradition options. ### Way of the Chained Will *[HH](https://drive.google.com/file/d/1cmnuH2HxVxE_re9G2x89SHVlycYgbxsX/view?usp=sharing)* ___ Monks of the Way of the Chained Will train to control and restrain their actions and emotions more so than any other monastic tradition. Monasteries of chained monks usually form around a secret such as the hidden location of a powerful artifact, or knowledge of how the world will end. When a person becomes a chained monk they swear on their life to keep the secrets of the monastery. ### Way of the Drunken Master *XGE page 33.* ___ The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe. ___ *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. \columnbreak ### Way of the Four Elements (Remastered) *[HH](https://drive.google.com/file/d/1ww2AFOfeT8jAEDITir8DIV5PGZC-ExPY/view?usp=sharing)* ___ You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves. ### Way of the Gun Kata *[HH](https://drive.google.com/file/d/18dN0R1gVugHMGTeUFzgDBZfRjakdjD9x/view?usp=sharing)* ___ Many martial artists look down on the pistol. It seems at first glance to be contrary to everything a monk knows about tranquility in terms of both form and function. A rare few men and women, however, believe otherwise. They treat firearms with the mystical reverence common to all true martial arts. A pistol, like any other weapon held in their hand, serves as an embodiment of their martial spirit and an extension of their body. That is the creed of the gun kata. ### Way of the Kensei *XGE page 34.* ___ Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons. A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study. ### Way of the Long Death *SCAG page 130.* ___ Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
CLASSES & ARCHETYPES
\pagebreakNum ### Way of the Open Hand *PHB page 79.* ___ Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. ### Way of Shadow *PHB page 80.* ___ Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers. and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students. ___ *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 page 131, or XGE page 35.* ___ Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature. ### Way of Tranquility *[HH](https://drive.google.com/file/d/19XR_zguim5V_cNMfMcUp4EY4j5H9-Z-6/view?usp=sharing)* ___ Monks of the Way of Tranquility see violence as a last resort. They use diplomacy, mercy, and understanding to resolve conflicts. If pushed, though, they are capable warriors who can bring an end to the unjust or cruel folk who refuse to listen to reason. When adventuring, these monks make excellent diplomats. They are also skilled in the healing arts, and can preserve their allies in the face of daunting foes.
CLASSES & ARCHETYPES
\pagebreakNum ## Paladin: #### Additional Proficiencies **Armor:** Tower shield. ## Sacred Oaths Paladins in Hubmiiran have the following Sacred Oath options. ### Oath of the Ancients *PHB page 86.* ___ The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things - leaves, antlers, or flowers - to reflect their commitment to preserving life and light in the world. ### Oathbreaker *DMG page 97.* ___ An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains. A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features. ### Oath of Conquest *XGE page 37.* ___ The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins - called hell knights - as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim-warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness. \columnbreak ### Oath of the Crown *SCAG page 132.* ___ The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks. ### Oath of Devotion *PHB page 85.* ___ The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights. or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels - the perfect servants of good - as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. ### Oath of Redemption *XGE page 38.* ___ The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers. While redeemers are idealists, they a re no fools. Redeemers know that undead, demons, devils , and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers s till pray that, one day, even creatures of wickedness will invite their own redemption.
CLASSES & ARCHETYPES
\pagebreakNum ### Oath of Silence *[HH](https://drive.google.com/file/d/1cufBdrenmwH71NIXcdvIdHAgv-_tifFW/view?usp=sharing)* ___ Paladins that swear the Oath of Silence oppose the wrongful use of arcane magic and sorcery. They consider the abuse of such power to be an affront to the gods that gave the gift of magic to mortals. Some may even go so far as to believe that such power was never intended to wielded at all by mere mortals and oppose its use completely All that swear this oath agree on one thing: they will not rest until they have silenced those that use magic for purposes beyond what the divine powers intended. ### Oath of Vengeance *PHB page 87.* ___ The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods. when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside - at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins - sometimes called avengers or dark knights - their own purity is not as important as delivering justice.
CLASSES & ARCHETYPES
\pagebreakNum ## 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 can don or doff a shield as a bonus action. Additionally, you gain a +1 to attack and damage rolls on attacks you make with a versatile weapon wielded with two hands. ### 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. ### 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 make opportunity attacks 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.
CLASSES & ARCHETYPES
\pagebreakNum ## Ranger: #### Additional Proficiencies **Weapons:** Firearms (excluding Expert) ## Ranger Archetypes Rangers in Hubmiiran have the following Ranger Archetype options. ### Beast Master *PHB page 93.* ___ The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with all animal as its companion and friend. ___ *The following modifications have been made to the Beast Master for balance or flavor purposes.* #### Rangers Companion Additionally: Your beast companion automatically takes the dodge action if your do not command it to take an action. Over the course of a short rest you may preform a ritual with your beast companions body as the target to return the beast to life. #### Exceptional Training Additionally: Your beast companions attacks benefit from your Hunter's Mark, and also count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Gloom Stalker *XGE page 41.* ___ Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. ### Horizon Walker *XGE page 42.* ___ Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse - especially benevolent dragons, fey, and elementals - that work to preserve life and the order of the planes. \columnbreak ### Hunter *PHB page 93.* ___ Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of ores to towering giants and terrifying dragons. ### Monster Slayer *XGE page 43.* ___ You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
CLASSES & ARCHETYPES
\pagebreakNum ## 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 can don or doff a shield as a bonus action. Additionally, you gain a +1 to attack and damage rolls on attacks you make with a versatile weapon wielded with two hands. ### Lasher When you use a whip, its damage die increases from 1d4 to 1d6. 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 (Slight 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 12 + 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 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. ### 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 activated.
CLASSES & ARCHETYPES
\pagebreakNum ## Rogue: #### Additional Proficiencies **Weapons:** Concealed Blade, flintlocks, pistols, sleeveguns. ## Roguish Archetypes Rogues in Hubmiiran have the following Roguish Archetype options. ### Arcane Trickster *PHB page 97.* ___ Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers. ### Assassin *PHB page 97.* ___ You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. ### Inquisitive *XGE page 45.* ___ As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and you r keen deductions make you well equipped to expose and end hidden evils. ### Mastermind *SCAG page 135, or XGE page 46.* ___ Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures. ### Scout *XGE page 47.* ___ You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter - these are just a few of the roles that Scouts assume as they range the world. \columnbreak ### Sawbones *[HH](https://drive.google.com/file/d/1nXd7y47ywkb9CIPgKrSZ-fV86z3yeY35/view?usp=sharing)* ___ You have studied the humanoid body on a more intimate level than other Rogues. While others may know where best to stab in order to kill, you also know how to repair the wounds you inflict, as well as how to make them even deeper. You delve into the secrets of the body, learning as much medical knowledge as you can get your hands on, regardless of how dirty the work becomes. ### Swashbuckler *SCAG page 135, or XGE page 47* ___ You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. ### Thief *PHB page 97.* ___ You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.
CLASSES & ARCHETYPES
\pagebreakNum ## Sorcerer: ## Sorcerous Origins Sorceres in Hubmiiran have the following Sorcerous Origin options. ### Divine Soul *XGE page 50.* ___ Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions a re dominated by a few bloodlines and preserved over generations. ### Draconic Bloodline *PHB page 102.* ___ Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. ### Fey Touched You've been touched by the Feywild, a mystical plane that mirrors the material one. Perhaps you stumbled across a portal to the Feywild, or had an odd encounter with a fey creature. No matter how you gained you magic, you can use
it to evade, elude, and even control your opponents. ### Shadow Magic *XGE page 50.* ___ You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to a n entity from that place, or perhaps you were exposed to its fell energy and transformed by it. The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character \columnbreak ### Storm Sorcery *SCAG page 137, or XGE page 51.* ___ Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being. Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. ### Wild Magic *PHB page 103.* ___ Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet. ___ *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 Any time before you regain the use of this feature, you may roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. On a 1 you may regain use of this feature after resolving your Wild Magic Surge.
CLASSES & ARCHETYPES
\pagebreakNum ## Warlock: ## 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"**. ## 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 p.44), Gazer (VGM p.126), Holy Mote ([SGtH p.34](#p33)), Oblex Spawn (MTOF p.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 nonmagical 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 Otherworldly Patron options. ### The Archfey *PHB page 108.* ___ Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags. ### The Celestial *XGE page 54.* ___ Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days . But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world. ### The Fiend *PHB page 109.* ___ You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-Iuu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
CLASSES & ARCHETYPES
\pagebreakNum ### The Great Old One *PHB page 109.* ___ Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. ### The Hexblade *XGE page 55.* ___ You have made your pact with a mysterious entity from the Shadowfell - a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. Yevris, The first weapon crafted by Apohr, is the source of a Hexblades power in Hub. ### The Undying *SCAG page 139.* ___ Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize- like all power- comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus. In Hub, Undying patrons include Nirra The Never Dying, and The Blood Lord, an ancient undead entity from Hubmiiran that survived The Transference. \columnbreak ## Expanded Eldritch Invocations The following is an expanded list of eldritch invocations available to warlocks in addition to those offered in the Players 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. #### 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 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. #### Chronicle of the Dead *Prerequisite: Pact of the Tome feature* ___ You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer must be provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 day of the creature’s death, and a given creature can only be asked one question in this manner. #### Dancing Blades *Prerequisite: Pact of the Blade feature* ___ When you're wielding your pact weapon in your main hand, you may create a second pact weapon in your empty off-hand a bonus action. The second weapon is a separate weapon from the first, and does not need to be the same type of weapon. The second weapon follows the pact weapon rules, and benefits from applicable features and invocations. Otherwise all two-weapon fighting rules apply.
CLASSES & ARCHETYPES
\pagebreakNum #### 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. #### Elemental Blast *Prerequisite: Level 7* ___ 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: Pact of the Tome feature* ___ You can now inscribe cantrips in your Book of Shadows. Choose 1 cantrip from the wizards spell list. The spell appears in the book and doesn't count against your number of cantrips known. On your adventures, you can add other wizard cantrips to your Book of Shadows. When you find such a spell, you can add it to the book as long you can spare the time and gold to transcribe the spell (see [Acquiring New Spells](#p7)). #### Entwined Transposition *Prerequisite: 7th level, Pact of the Chain feature* ___ You can use a bonus action (and your familiar’s reaction) to teleport, switching places with your familiar. Your familiar must be in telepathic communication with you, you must be within 100 feet of each other, and your familiar must be able to use its reaction. If either you or your familiar would arrive in a place already occupied by another object or creature, the teleport fails and you both remain in your original locations. #### 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. #### Immutable Sycophant *Prerequisite: Pact of the Chain feature* ___ You may cast *find familiar* as a ritual without the addition ritual casting time, if you choose to keep the form your familiar most recently possessed. #### 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, you may reload your pact weapon as a bonus action, your pact weapon does not break when it misfires, and ranged attacks with your pact weapon can benefit from any invocation feature that effects eldritch blast (excluding Agonizing Blast). \columnbreak #### Superior Compact *Prerequisite: 9th level, Pact of the Chain feature* ___ The save DC for your familiar’s abilities increases to 8 + your proficiency bonus + your Charisma modifier. #### Suspicious Augry *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. #### Wisp of Shadow *Prerequisite: Level 5* ___ You can use your reaction when you fall to reduce any falling damage you take by an amount equal 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.
CLASSES & ARCHETYPES
\pagebreakNum ## Wizard: ## Arcane Traditions Wizards in Hubmiiran have the following Arcane Tradition options. ### Bladesinging *SCAG page 141.* ___ Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. ___ *(Only Elves and Half-Elves can become Bladesingers in Hub)* ### School of Abjuration *PHB page 115.* ___ The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed. ### School of Conjuration *PHB page 116.* ___ As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant. ### School of Divination *PHB page 116.* ___ The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight. \columnbreak ### School of Enchantment *PHB page 117.* ___ As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between. ### School of Evocation *PHB page 117.* ___ You focus your study on magic that creates powerful elemental effects sue h as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. ### School of Illusion *PHB page 118.* ___ You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists - including many gnome wizards - are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain. ### School of Necromancy *PHB page 118.* ___ The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. Most people see necramancers as menacing, or even villainous, due to the dose association with death. Not all necramancers are evil, but the forces they manipulate are considered taboo by many societies.
CLASSES & ARCHETYPES
\pagebreakNum ### School of Transmutation *PHB page 119.* ___ You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge. Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds. ### War Magic *XGE page 59.* ___ A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells , while also providing methods for wizards to bolster their own defenses. Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells s trike hard, while their defensive skills foil their opponents' attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.
CLASSES & ARCHETYPES
\pagebreakNum # Feats ___ Feats may be chosen from the Core Books, from [XGE Bonus - Expanded Racial Feats](https://drive.google.com/file/d/1jnnh1N-xfy2SD-WxKOqXEaHkOUCTTf1O/view?usp=sharing), [UA-SkillFeats](https://drive.google.com/file/d/1u0j1e3H3gCNNKv_H0z4V56fxQvMOe89d/view?usp=sharing) 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 \columnbreak ### 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. - You can search for traps while traveling at a normal pace, instead of only at a slow pace. - 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
\pagebreakNum ### 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. The creature can't regain hit points from this feature again until it finishes a 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. \columnbreak ### 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. ### 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, or quarterstaff, 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, or quarterstaff, 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. - Whenever you roll damage for a melee attack, you can reroll the weapon's damage dice but must use the new total.
FEATS
\pagebreakNum ### 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. - 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
\pagebreakNum ## New Feats ### 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 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. \columnbreak ### Residual Power *Prerequisite: the ability to cast at least one spell* ___ You've learned to harness offensive magics and recycle parts for use on your weapons. 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 within 1 minute you deal an additional amount of force damage equal to 2x the spells level (Minimum of 2). *This effect does **not** stack.* ### 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 You may use your bonus action to attempt to shove a creature 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.*
FEATS
\pagebreakNum # 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... ect). ## 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. #### Acquiring Shards Character can acquire magic shards in the following ways. - As a reward for quests DM's may choose to give one basic shard as a reward to each player. - GMs may choose to give up to one Common shard as a reward to each players on a quest. - 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 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 **0**. - One additional uncommon shard at 12th level. \columnbreak ##### Shards & Tiers | Tier | Starting Level | Shard | |---:|---:|:---| | 0 | 1st | Basic | | 1 | 3rd | Common | | 2 | 6th | Uncommon | | 3 | 10th | Rare | | 4 | 14th | Very Rare | | 5 | 17th | Legendary | #### 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 ___ The mundane item being enchanted must be supplied by the character. - See Xanathars Guide to Everything for Common items (cost = 1 Common shard and 500gp) - See the [Sane magical prices](https://drive.google.com/file/d/1r1ZASrLJBXV_tXrzR0AOiW7aK7hAYLon/view?usp=sharing) document for Uncommon (and up) magic item prices. **Items on the *Game changing items table* 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 Magical Items Consumable magic items like potions and scrolls can be purchased from the #godforge. See the [Sane magical prices](https://drive.google.com/file/d/1r1ZASrLJBXV_tXrzR0AOiW7aK7hAYLon/view?usp=sharing) document 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, and **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**
ITEMS & EQUIPMENT
\pagebreakNum ## Currency Characters may convert "normal" currency freely while in Hubmiiran **Midari Pieces(mp)** cannot be converted in this way. (Use the PHB Coinage rules(p.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 | | 1850gp | 6mp | | Common magic shard | 6mp | | Uncommon magic shard | 24mp | #### Acquiring Midari Midari is a reward for contributing to the server as a DM/CM or for writing a #scribes-guild entry. You receive 6mp for a #scribes-guild entry that follows guild rules. See the [Hub DM Guidlines](#p52) for rewards for running a game. ___ *Only Server Masters can give out Midari*
ITEMS & EQUIPMENT
\pagebreakNum ## 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 class specified. - GS = Gunslinger Martial Archetype (Fighter Archetype) - GK = Way of the Gun Kata (Monastic Tradition) - OM = Opus Magnum (Warlock Invocation) - TC = Tech Cleric (Divine Domain) **Explosive.** Hit or miss, everything within 5 ft of the target (excluding 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. **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. #### Mundane Item Changes ##### Healer's Kit In addition to its normal uses, A healer's kit may also be used to relieve 1 level of exhaustion for up to 1 hour. This can only be done once per creature per short rest.
ITEMS & EQUIPMENT
\pagebreakNum
### 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 |
### Hub Firearms | Name | Cost | Damage | Weight | Range | Properties | | :--- | ---: | :--- | ---: | :--- | :--- | | *Firearms* | | Flintlock | 50gp | 1d8 piercing | 1 lbs | (40/160) | Light, misfire 1, reload 1, | | Pistol | 150gp | 1d10 piercing | 3 lbs | (60/240) | Misfire 1, reload 4 | | Sleevegun | 200gp | 1d6 piercing | 1 lbs | (30/150) | Covert, light, misfire 2, reload 1 | | Musket | 300gp | 1d12 piercing | 8 lbs | (120/480) | Misfire 2, reload 1, two-handed | | Pepperbox | 250gp | 1d10 piercing | 4 lbs | (80/320) | Misfire 2, reload 6 | | Blunderbuss | 500gp | 1d10 piercing | 8 lbs | (15/60) | Misfire 2, reload 1, scatter, two-handed | | Shotgun | 1000gp| 2d6 piercing | 8 lbs | (20/60) | Expert(GS, TC, OM), misfire 2, reload 2, scatter, two-handed | | Revolver | 2000gp | 2d6 piercing | 5 lbs | (80/320) | Expert(GS, GK), misfire 2, reload 6 | | Bad News | 2500gp | 2d12 piercing | 15 lbs | (200/800) | Expert(GS), two-handed, misfire 3, reload 1 | | Hand Mortar | 1500gp | 2d8 fire | 10 lbs | (30/60) | Expert(GS, TC), explosive, misfire 3, reload 1 |
ITEMS & EQUIPMENT
\pagebreakNum # Appendix A:
Misc. Changes & Additions ## Inspiration **GM** Inspiration is a token that allows a player to pass a roll that they otherwise fail. If a player fails a dice roll (check, save, attack) the player may spend a GM Inspiration to change the result to the lowest possible outcome needed to succeed on the roll **DM** Inspiration is normal inspiration as detailed in the DMG(page 125) - A player may have no more than one Inspiration token of any kind, at any time - You can not hold any kind of Inspiration from one adventure into another. ### Gaining Inspiration A DM or higher may award you DM Inspiration at any time during a game, for ANY reason. ___ At the end of an adventure your party should vote for a character to be MVP. The MVP is awarded DM inspiration for the next game they participate in (Follow all other DM Inspiration rules) GMs and up may give out GM Inspiration at any time, for any reason. (Even outside of games) ## Improvised Weapons An improvised weapon uses the damage dice of the weapon it is similar to if you are proficient with the weapon, but you do not add your proficiency bonus to attacks unless you are proficient with both the like weapon and improvised weapons. ## Spell Changes ### Good Berry The spell **Good berry** consumes the material components ### Healing Spirit A creature can only be healed up to %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.
APPENDIX A | MICELLANEOUS CHANGES
\pagebreakNum # Appendix B:
Wild Shape Tables
> ##### Sources for beasts >| | | >|:----:|:-------------| >| MM |= Monster Manual | >| MO |= Monsters of the Orient | >| TB |= Tome of Beasts | >| VGM |= Volo's Guide to Monsters | ## Local Beasts Tables ##### Local Beasts CR 0 | Beast|Size|Fly/Swim|Source| | :---|:---|:---|:---| | Badger|T|──|MM p.318| | Bat|T|Fly|MM p.318| | Cat|T|──|MM p.320| | Crab|T|Swim|MM p.320| | Deer|M|──|MM p.321| | Eagle|S|Fly|MM p.322| | Fly|T|Fly|MO p.145| | Frog|T|Swim|MM p.322| | Goat|M|──|MM p.330| | Hawk|T|Fly|MM p.330| | jackal|S|──|MM p.331| | Lemming|T|──|MO p.148| | Lizard|T|──|MM p.332| | Owl|T|Fly|MM p.333| | Rat|T|──|MM p.335| | Raven|T|Fly|MM p.335| | Scorpion|T|──|MM p.337| | Spider|T|──|MM p.337| | Vulture|M|Fly|MM p.339| | Weasel|T|──|MM p.340| \columnbreak ##### Local Beasts CR 1/8 | Beast|Size|Fly/Swim|Source| | :---|:---|:---|:---| | Blood Hawk|S|Fly|MM p.319 | Giant Crab|M|Swim|MM p.324| | Giant Rat|S|──|MM p.327| | Giant Weasel|M|──|MM p.329| | Mastiff|M|──|MM p.332| | Mule|M|──|MM p.333| | Pony|M|──|MM p.335| | Red Fox|M|──|MO p.148| ##### Local Beasts CR 1/4 | Beast|Size|Fly/Swim|Source| | :---|:---|:---|:---| | Boar|M|──|MM p.319| | Cow / Ox|L|──|VGM p207| | Draft Horse|L|──|MM p.321| | Elk|L|──|MM p.322| | Giant Lizard|L|──|MM p.326| | Riding Horse|L|──|MM p.336| | Wolf|M|──|MM p.341| ##### Local Beasts CR 1/2 |Beast|Size|Fly/Swim|Source| |:---|:---|:---|:---| |Black Bear|M|──|MM p.318| |Shar Pei|M|──|MO p.149| |Warhorse|L|──|MM p.340| ##### Local Beasts CR 1 |Beast|Size|Fly/Swim|Source| |:---|:---|:---|:---| |Brown Bear|L|──|MM p.313| |Honey Badger|S|──|MO p.147| ##### Local Beasts CR 2 |Beast|Size|Fly/Swim|Source| |:---|:---|:---|:---| |Aurochs|L|──|VGM p.207| |Yak|L|──|MO p.149|
Appendix B | WILD SHAPE TABLES
\pagebreakNum ## Exotic Beasts Tables ##### Exotic Beasts CR 0 |Beast|Size|Fly/Swim|Source| |:---|:---|:---|:---| |Baboon|S|──|MM p.318| |Fennec Fox|T|──|MO p.145| |Giant Fire Beetle|S|──|MM p.325| | Hyena|M|──|MM p.331| |Loris|T|──|MO p.148| |Octopus|S|Swim|MM p.333| |Pika|T|──|MO p.148| |Pufferfish|T|Swim|MO p.148| |Quipper|T|Swim|MM p.335| |Seahorse|T|Swim|MM p.337| |White Fox|S|──|MO p.150| ##### Exotic Beasts CR 1/8 |Beast|Size|Fly/Swim|Source| |:---|:---|:---|:---| |Bharal|M|──|MO p.145| |Camel|L|──|MM p.320| |Dhole|S|Swim|MO p.145| |Dolphin|M|Swim|VGM p.208| |Flying Snake|T|Fly|MM p.322| |Poisonous Snake|T|Swim|MM p.334| |Red Panda|S|──|MO p.148| |Stirge|T|Fly|MM p.284| |Wharfling|T|Swim|TB p.407| \columnbreak ##### Exotic Beasts CR 1/4 |Beast|Size|Fly/Swim|Source| |:---|:---|:---|:---| |Axe Beak|L|──|MM p.317| |Constrictor Snake|L|Swim|MM p.320| |Dimetrodon|M|Swim|VGM p.139| |Garroter Crab|T|Swim|TB p.208| |Giant Badger|M|──|MM p.323| |Giant Centipede|S|──|MM p.323| |Giant Frog|M|Swim|MM p.325| |Giant Owl|L|Fly|MM p.327| |Giant Poisonous Snake|M|Swim|MM p.327| |Giant Wolf Spider|M|──|MM p.330| |Hadrosaurus|L|──|VGM p.140| |Panther / Leopard|M|──|MM p.333| |Pteranodon|M|Fly|MM p.80| |Red-Banded Line Spider|T||TB p.363| |Suturefly|T|Fly|TB p.372| |Swamp Adder|S|──|TB p.354| |Velociraptor|T|──|VGM p.140|
Appendix B | WILD SHAPE TABLES
\pagebreakNum ##### Exotic Beasts CR 1/2 |Beast|Size|Fly/Swim|Source| |:---|:---|:---|:---| |Ape|M|──|MM p.317| |Bone Crab|S|Swim|TB p.40| |Crocodile|L|Swim|MM p.320| |Giant Goat|L|──|MM p.326| |Giant Sea Horse|L|Swim|MM p.328| |Giant Wasp|M|Fly|MM p.329| |Reef Shark|M|Swim|MM p.336| |War Ostitch|L|──|TB p.307| ##### Exotic Beasts CR 1 |Beast|Size|Fly/Swim|Source| |:---|:---|:---|:---| |Black Piper|T|──|MO p.145| |Deinonychus|M|──|VGM p.139| |Dire Wolf|L|──|MM p.321| |Dogmole|M|Swim|TB p.120| |Giant Eagle|L|Fly|MM p.324| |Giant Hyena|L|──|MM p.326| |Giant Octopus|L|Swim|MM p.326| |Giant Panda|M|──|MO p.147| |Giant Spider|L|──|MM p.328| |Giant Toad|L|Swim|MM p.329| |Giant Turtle|L|Swim|MO p.147| |Giant Vulture|L|Fly|MM p.329| |Glass Gator|L|Swim|TB p.228| |Lion|L|──|MM p.331| |Tiger|L|──|MM p.196| |Zanskaran Viper|L|Swim|TB p.354| ##### Exotic Beasts CR 2 |Beast|Size|Fly/Swim|Source| |:---|:---|:---|:---| |Allosaurus|L|──|MM p.79| |Giant Ant|L|──|TB p.23| |Giant Boar|L|──|MM p.323| |Giant Constrictor Snake|H|Swim|MM p.324| |Giant Elk|H|──|MM p.325| |Hunter Shark|L|Swim|MM p.330| |Plesiosaurus|L|Swim|MM p.80| |Polar Bear|L|Swim|MM p.334| |Quetzalcoatlus|H|Fly|VGM p.140| |Rhinoceros|L|──|MM p.336| |Saber-Toothed Tiger|L|──|MM p.336| |Shadowlands Jellyfish|S|Swim|MO p.149| ##### Exotic Beasts CR 3 |Beast|Size|Fly/Swim|Source| |:---|:---|:---|:---| |Amphiptere|M|Fly|TB p.16| |Ankylosaurus|H|──|MM p.79| |Giant Scorpion|L|──|MM p.327| |Killer Whale|H|Swim|MM p.331| |Mbielu|H|Swim|TB p.114| |Stygian Fat-Tailed Scorpion|T|──|TB p.340| ##### Exotic Beasts CR 4 |Beast|Size|Fly/Swim|Source| |:---|:---|:---|:---| |Carrion Beetle|L|──|TB p.52| |Elephant|H|──|MM p.322| |Giant Ant Queen|L|──|TB p.23| |Stegosaurus|H|──|VGM p.140| ##### Exotic Beasts CR 5 |Beast|Size|Fly/Swim|Source| |:---|:---|:---|:---| |Brontosaurus|G|──|VGM p.139| |Drakon|L|Fly|TB p.157| |Giant Crocodile|H|Swim|MM p.324| |Giant Shark|H|Swim|MM p.328| |Kongamato|L|Fly|TB p.265| |Ngobou|L|──|TB p.115| |Triceratops|H|──|MM p.80| |Young Spinosaurus|H|Swim|TB p.117| ##### Exotic Beasts CR 6 |Beast|Size|Fly/Swim|Source| |:---|:---|:---|:---| |Gbahali|H|──|TB p.209| |Giant Honey Badger|L|──|MO p.146| |Mammoth|H|──|MM p.332|
Appendix B | WILD SHAPE TABLES
\pagebreakNum # Appendix C:
Hubmiiran Deities ## Gods of Midar In the old world, like the real world, the existence of the gods was heavily debatable. 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 VahTiarmar take a more *active* role in their world, manipulating mortals and gifting divine power to any they deem worthy. ___ Players do not know much about the gods, and as such; deity based classes should not choose their own deity, a god is chosen for you based on your character (including your preferred domain). ___ If your character is a Cleric or would like a deity to worship: Speak to @lime_heer or @discodecepticon. #### Alous /ə-lau̇s/ ___ **Portfolio:** Revelry, Art, Harvest, Lies. #### Apohr /ap-ō-r/ ___ **Portfolio:** Tools, Weapons, Forge, Restlessness. #### Datos /dā-tōs/ ___ **Portfolio:** Sun, Light, Beginning. #### Diara /dē-är-ə/ ___ **Portfolio:** Forest, Beasts, Hunting, Silence. #### Tunglaru /tən-glär-u/ ___ **Portfolio:** Sky, Night, Travel, Change. #### Quelduan /kwel-du̇-an/ ___ **Portfolio:** Secrets, Knowledge, Strategy, Numbers. \columnbreak
#### Rimbris /rim-bris/ ___ **Portfolio:** Fate, Mortality, Luck, Rivers. #### Syphahany /saɪ-fä-anē/ ___ **Portfolio:** Love, Wealth, Beauty, Dreams. #### Vammir /va-mir/ ___ **Portfolio:** Slaughter, Victory, Games, Alliances. #### Velara /ve-lar-ə/ ___ **Portfolio:** Sea, Ships, Underworld, Storms. #### Zephion /ze-f-ē-ən/ ___ **Portfolio:** Civilization, Trade, Justice, Mirrors.
APPENDIX C | Hubmiiran Deities
\pagebreakNum # Appendix D:
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 Feats ### Forma de la Máscara (Way of the Mask) You have a special connection with the spirit of past luchadores. You gain the following benefits: - You may choose to use Dexterity (Acrobatics) check in place of Strength (Athletics) when grappling a creature. ___ Choose one of the following: ___ **Acabador** Once per long rest as an attack you can body slam a creature you are grappling, slamming it for 2d12 plus proficiency modifier bludgeoning damage. The affected creature falls prone and is released from the grapple. However, you can choose to maintain your grapple by willingly falling prone with it and release other creatures you are grappling. ___ **Rally the Crowd** Your ability to motivate the crowd is legendary, Those who love you, LOVE YOU... Those who hate you, HATE YOU. Once per long rest. Make a speech: - All enemy creatures within 30 feet of you that can understand you must make a Wisdom save (DC equals 10 plus your proficiency modifier). You gain +1 to hit creatures that fail their save until the beginning of you next turn. - Friendly creatures that can see and understand you may spend their reaction to cheer for you. Until the beginning of you next turn, you gain +1 AC for each creature that cheers you in this way (maximum of +3 AC). ___ *You lose all Benefits of this feat if you are not wearing your mask* ### 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.
APPENDIX D | Deprecated Content
\pagebreakNum # Appendix E:
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. - Run a "tryout" session using all our rules (A Helper or CM must participate in or witness your tryout game). - You must run at least one session a month. - Your adventure **must** make sense within the world. - Follow all DMs guidelines ___ **ALL** quests must be approved in the #quest-approval channel before being presented to players. *Use [this document](https://docs.google.com/document/d/1mvHDBUlugjcj5Q1I5pc5cb2SOh_KtNFshblyU2OPJQQ/edit) 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](http://roll1d1.com/xp) 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](http://roll1d1.com/xp) ___ ***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 recieves gold for the encounter is at the DMs discretion.* **Characters that die still get a share of the XP.** ### Magic Items DMs and GMs 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 DMs may award players with up to one **Basic** Shard per adventure, not per session. ___ GMs may award players with up to one **Common** or **Basic** 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 no one makes a post then the adventure never happened, and character receive **NO** rewards. Make a post in the [#progress] channel with the location of the adventure and an overview of what happened in the adventure and any landmarks **and** notable NPCs you added. ## GM/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 tier 2 game and give out 1200 XP as a full share of the XP, you get 1200 XP for a tier 2 or higher character and 6 midari.
APPENDIX E | HUB DM GUIDLINES
\pagebreakNum ## 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.) - 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 writing out and putting my back story into words) - **Patrons:** - Kim - XanaX - Greg - Nilebane - Kyinight - Rabz - Nogurnot - Dragon Redux - MilknWilk - Deadfox89 ### Art In order of appearance. **Cover [(page 1)](#p1):** [Tigaer](https://www.deviantart.com/tigaer/art/WISH-YOU-WERE-HERE-130632883) **Hub Mab [(page 7)](#p7):** Discodecepticon, & Soph. **Tavern Background [(page 13)](#p13):** Dragon Age Origins **DnD Group [(page 13)](#p13):** [u/and_nobody_cares](https://www.reddit.com/r/characterdrawing/comments/7h31vr/rf_dnd_group_commission/) **Zoo [(page 47)](#p47):** Unknown
CREDITS
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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](https://discord.gg/k6Y8xhk), 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](https://www.patreon.com/discodecepticon_1d1)
[WWW.ROLL1D1.COM](http://www.roll1d1.com)
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